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。
Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Use for third-person/cover shooters and hybrids. Keywords: TPS, soft_lock, cover, SpringArm3D, hybrid shooter, aim assist — not FPS-only movement.
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。
Engage → Aim (soft-lock/cover) → Fire → Confirm → Acquire Next
_process() for hit registration — _physics_process + space-state queries.WeaponData Resources.Read before implementing the matching system:
Also available: advanced_weapon_controller.gd (shared weapon controller — prefer FPS skill for FPS feel), shooter_patterns.gd, projectile.gd, weapon_recoil_pattern.gd (spray Resource), lag_compensator.gd (server rewind).
| Need | Action |
|---|---|
| Over-shoulder TPS | tps_camera_spring_arm.gd |
| Cover check before peek-fire | cover_validator_rays.gd |
| Soft-lock / assist | soft_lock_aim_assist.gd |
| True FPS digsite | → godot-genre-shooter-fps |
| Need | Action |
|---|---|
| Hitscan / projectile theory | Shared WeaponData + space-state; FPS implementation details in shooter-fps |
| Pooled projectiles | projectile.gd / patterns script |
| Explosion radius | ShapeCast3D pattern in shooter_patterns.gd |
| Need | Action |
|---|---|
| Client juice | Predict tracers locally |
| Damage | Server authoritative; show no-reg on mismatch |
| Net rewind / lag comp | lag_compensator.gd + advanced-meta-systems.md |
| Learnable spray | weapon_recoil_pattern.gd |
Hitscan for rifles/SMGs; physical projectiles for rockets/arrows; balance in WeaponData Resources (.tres), never hardcoded on nodes.
| Archetype | ROF | Damage | Implementation |
|---|---|---|---|
| SMG | High | Low | Hitscan + tight vertical spray |
| Sniper | Low | High | Hitscan + tracer |
| Shotgun | Burst | Medium | Multi-pellet spread, <10m |
| Rocket | Slow | High | projectile.gd + shape AoE |
Gunplay theory → tps-gunplay-core.md. Net rewind → advanced-meta-systems.md.
Apply kick to camera rotation and spread bloom, not weapon mesh alone. Learnable spray via weapon_recoil_pattern.gd. Layer gunfire: mechanical + shot + reverb tail on separate 3D players.
Client predicts VFX/tracers; server validates hits (rpc + rewind). Never trust client damage. ENet/UDP, not TCP. Server wins on mismatch — show no-reg feedback.
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.
PhysicsDirectSpaceState3D.intersect_ray hitscan queries, exceptions, and collision masks for frame-rate-independent fire._physics_process timing, and body types that keep hit registration deterministic.intersect_ray / intersect_shape for high-frequency shots without RayCast3D node overhead.move_and_collide projectile bodies with gravity, bounce, and lifetime.-global_basis.z, and h_offset for TPS shoulder swap.take_damage results.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.
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 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.
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。