Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
中文简介正在准备中。当前显示原文说明。
实测评分 未实测
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Load this when placing meshes, lights, and colliders into a level. Scene spawn mechanics stay on bevy-asset-scenes. Physics bodies stay on bevy-physics-3d.
Cuboid, Sphere, Cylinder) convert into Mesh and ride on Mesh3d plus MeshMaterial3d.bevy_scene and bevy_gltf are features. Spawn details are on bevy-asset-scenes (AssetServer, scene spawn).DirectionalLight is an entity with a Transform. Fog is DistanceFog on the camera entity. Full lighting setups stay on bevy-3d-lighting.Resource. Spawning a cell is Commands in Update.fn spawn_level(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let stone = materials.add(StandardMaterial {
base_color: Color::srgb(0.45, 0.42, 0.38),
..default()
});
let floor = materials.add(StandardMaterial {
base_color: Color::srgb(0.28, 0.30, 0.26),
..default()
});
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(24.0, 0.2, 24.0))),
MeshMaterial3d(floor),
Transform::from_xyz(0.0, -0.1, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(Cylinder::new(0.4, 3.0))),
MeshMaterial3d(stone.clone()),
Transform::from_xyz(-4.0, 1.5, -2.0),
));
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.6))),
MeshMaterial3d(stone),
Transform::from_xyz(2.0, 0.6, 1.0),
));
commands.spawn((
DirectionalLight {
illuminance: 12_000.0,
shadow_maps_enabled: true,
..default()
},
Transform::from_xyz(6.0, 10.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Camera3d::default(),
DistanceFog {
color: Color::srgb(0.55, 0.62, 0.70),
falloff: FogFalloff::Linear {
start: 12.0,
end: 40.0,
},
..default()
},
Transform::from_xyz(0.0, 8.0, 14.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
Kitbash props are ordinary entities. A helper returns the entity id so later systems can parent markers to it.
fn spawn_prop(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
at: Vec3,
size: Vec3,
color: Color,
) -> Entity {
commands
.spawn((
Mesh3d(meshes.add(Cuboid::from_size(size))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: color,
..default()
})),
Transform::from_translation(at),
))
.id()
}
Cells already in the world live on one resource. The streamer inserts a marker component and a mesh only for cells that are not recorded yet.
#[derive(Resource, Default)]
struct LoadedCells {
coords: Vec<(i32, i32)>,
}
#[derive(Component)]
struct CellMarker {
x: i32,
z: i32,
}
fn stream_cells(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut loaded: ResMut<LoadedCells>,
focus: Query<&Transform, With<Camera3d>>,
) {
let Ok(focus) = focus.single() else {
return;
};
let cx = (focus.translation.x / 8.0).floor() as i32;
let cz = (focus.translation.z / 8.0).floor() as i32;
for dz in -1..=1 {
for dx in -1..=1 {
let coord = (cx + dx, cz + dz);
if loaded.coords.contains(&coord) {
continue;
}
loaded.coords.push(coord);
commands.spawn((
CellMarker {
x: coord.0,
z: coord.1,
},
Mesh3d(meshes.add(Cuboid::new(8.0, 0.1, 8.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.3, 0.34, 0.28),
..default()
})),
Transform::from_xyz(coord.0 as f32 * 8.0, 0.0, coord.1 as f32 * 8.0),
));
}
}
}
[dependencies]
bevy = "0.20"
| Need | Bevy approach |
|---|---|
| Packed level | A scene asset spawned through bevy-asset-scenes |
| Kitbash props | Entities with Mesh3d and MeshMaterial3d |
| Atmosphere | DirectionalLight, DistanceFog, and the camera entity |
Mesh you fill yourself, then the same Mesh3d spawn.Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query | A script field copied onto the entity |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
No CSG, grid-map, or world-environment node types in Bevy code. WHY: greybox meshes, lights, and DistanceFog are the documented Bevy pieces.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Official links stay on bevy.org. The library pin on bevy-master stays 0.20.0.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.还没有评价。欢迎分享你的使用感受。
无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。
还没有评论。来写第一条吧。
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
中文简介正在准备中。当前显示原文说明。
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
中文简介正在准备中。当前显示原文说明。
Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for moving a Bevy game from 3D to 2D. Keywords: Bevy, 3D, 2D, adapt, sprite, camera.
中文简介正在准备中。当前显示原文说明。