Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
global_position = target.global_position every frame — Instant position matching causes jittery movement. Use lerp() or position_smoothing_enabled = true.offset for permanent camera positioning — offset is for shake, sway, or temporary recoil effects only. Use position for permanent framing.limit_smoothed = true for Camera2D — Hard boundaries cause jarring visual stops.Camera2D nodes in the same viewport simultaneously — Only the last enabled camera takes precedence. Explicitly disable inactive cameras.SpringArm3D without a collision mask — It will clip through terrain and walls. Set it to the world/environment layer.position (or randf on offset as the whole system) — Use a dedicated Trauma/Noise system layered on follow (camera_shake_trauma_pro.gd).RemoteTransform2D/3D / phantom decoupling with rotation sync disabled (remote_transform_decoupling.gd, phantom_decoupling.gd).look_at() in 3D without a fallback for the 'Up' vector — Targets directly above/below flip the camera; use guards or Quaternion math.SubViewport defaults for Mini-maps — Set render_target_update_mode to UPDATE_WHEN_VISIBLE or a lower fixed rate.TRANS_CUBIC.| Rig | When | Script |
|---|---|---|
| Default: RemoteTransform / phantom | Player is CharacterBody / high-speed / rotates | remote_transform_decoupling.gd, phantom_decoupling.gd |
| Camera as child of player | Slow top-down / locked rotation / prototype only | Explicit caveat: disable if motion sickness or physics jitter appears; never combine with position-overwrite shake |
| SpringArm3D + Camera3D | Third-person occlusion | spring_lerp_camera_3d.gd — mask required |
MANDATORY: Read before implementing the matching behavior. No
randfshake samples in project code.
Compute AABB of targets → lerp camera to center → zoom/distance to fit with margin. Keep juice shake on offset only. MANDATORY: framing_box_camera_2d.gd.
Prefer SpringArm3D with world collision mask; custom rigs use intersect_ray between ideal camera pos and target — occlusion_aware_camera_3d.gd (peer godot-raycasting-queries).
Plot trauma decay (debug draw) while tuning camera_shake_trauma_pro.gd — wire trauma_debugger.gd to get_trauma(). Never validate feel with raw randf offset demos.
MANDATORY for multi-target framing, custom occlusion rigs, 2D/3D follow recipes, and cinematic transitions: camera-expert-patterns.md. Do NOT Load when golden-path scripts already cover your rig.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
limit_* / limit_smoothed, and position_smoothing_* that underpin 2D follow, deadzones, and level bounds.look_at, current-camera rules, and environment overrides used by third-person, FPS, and cinematic 3D rigs.render_target_update_mode and audio-listener flags that decide minimap and local-coop GPU/audio cost.randf position thrashing._physics_process vs _process, and Tween/await patterns used by state machines and spring follow.intersect_ray masks and excludes.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
日本語の概要は準備中です。原文の説明を表示しています。