Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS skill for app-wide resources and schedules. Keywords: Bevy, Resource, App, Schedule, Plugin.
中文简介正在准备中。当前显示原文说明。
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 data or logic must exist for the whole app: one clock, one ruleset, startup spawn, or an ordered pair of systems. Pair with bevy-data-resources for the component-versus-resource split.
App contains a World and the outer loop. It initializes resources (one copy), adds systems to a Schedule, and imports other App changes through plugins.Resource, Res, ResMut, and insert_resource (Resources page). Time arrives from add_plugins(DefaultPlugins).Plugin and inserts the resource inside build. DefaultPlugins is the plugin set that adds Time. Name only the plugins this page documents.add_systems(Startup, ...) runs once before other systems. add_systems(Update, ...) is the repeating schedule in the ECS page. .chain() orders systems that must see each other's writes. bevy::ecs::message names FixedUpdate only as the schedule after which signal_message_update_system runs. Fixed-timestep clock types stay in bevy-character-movement.bevy::state, not a global node. See bevy-state-machines.| Need | Bevy idiom |
|---|---|
| One copy for the whole app | A Resource inserted on the App |
| Logic that ticks every frame | A system on Update (or a chained pair) |
| Boot setup | A Startup system or insert_resource in a Plugin |
| One-shot notice | A message or event. See bevy-events-messaging. |
insert_resource inside Plugin::build, or from a Startup system..chain().Resource you serialize yourself. The running copy stays in the World.[package]
name = "app_resources"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
One rules resource, one startup spawn, and a pair of systems that must not race on Score.
#[derive(Resource)]
struct Ruleset {
gravity: f32,
}
#[derive(Resource, Default)]
struct Score(u32);
#[derive(Component)]
struct Falling;
fn spawn_session(mut commands: Commands) {
commands.spawn((Name::new("session"), Transform::default(), Falling));
}
fn apply_gravity(
rules: Res<Ruleset>,
time: Res<Time>,
mut bodies: Query<&mut Transform, With<Falling>>,
) {
let step = rules.gravity * time.delta_secs();
for mut transform in &mut bodies {
transform.translation.y += step;
}
}
fn award(mut score: ResMut<Score>) {
score.0 = score.0.saturating_add(1);
}
fn publish(score: Res<Score>, mut bodies: Query<&mut Transform, With<Falling>>) {
let lift = score.0 as f32;
for mut transform in &mut bodies {
transform.translation.x = lift;
}
}
pub struct RulesPlugin;
impl Plugin for RulesPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Ruleset { gravity: -9.8 })
.init_resource::<Score>()
.add_systems(Startup, spawn_session)
.add_systems(Update, (apply_gravity, award, publish).chain());
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(RulesPlugin)
.run();
}
award and publish both touch Score or Transform. apply_gravity also writes Transform, so the three systems stay in one chain.
A second plugin only reads the rules resource.
#[derive(Resource)]
struct Ruleset {
gravity: f32,
}
fn log_rules(rules: Res<Ruleset>) {
let _gravity = rules.gravity;
}
pub struct HudPlugin;
impl Plugin for HudPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, log_rules);
}
}
Fixed-step simulation reads Time<Fixed> and stays on FixedUpdate.
#[derive(Component)]
struct Falling;
fn fixed_step(time: Res<Time<Fixed>>, mut bodies: Query<&mut Transform, With<Falling>>) {
let step = time.delta_secs();
for mut transform in &mut bodies {
transform.translation.z += step;
}
}
pub struct FixedRulesPlugin;
impl Plugin for FixedRulesPlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, fixed_step);
}
}
fixed_step owns Falling in this module. The startup example uses its own Falling marker.
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 value stored off 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 process-global static for app data. WHY: a Resource on the App is the single owner, and systems borrow it through Res or ResMut.
No invented plugin lists beyond DefaultPlugins and the Plugin trait the Resources page uses. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.
App, World, resources, Schedule, plugins.Resource, insert_resource, Plugin::build, DefaultPlugins, Time.Startup, Update, add_systems, .chain().latest branch.App::new().States for mode changes.还没有评价。欢迎分享你的使用感受。
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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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 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。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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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。