bevy-camera-systems
Installation
SKILL.md
Bevy camera systems (docs-first stub)
Not a full port. A camera is an entity with camera components and a Transform. Follow and shake are not copied from Godot.
When to use
Load this when a view must render 2D or 3D. bevy::camera on docs.rs latest (0.20.0) and the two_passes example embedded there are the sources for the names below.
ECS shape
- Components:
Camerais the viewpoint (projection and render target). ACamerawith no render graph errors at runtime.Camera2denables the 2D graph and requiresCamera,Projection, andFrustum.Camera3denables the main 3D graph and requiresCameraandProjection. 3D space is right-handed: X right, Y up, Z back, so forward is -Z. - Spawn: the example uses
commands.spawn((Camera3d::default(), Transform::from_xyz(...).looking_at(Vec3::ZERO, Vec3::Y))). A second camera setsCamera { order: 1, clear_color: ClearColorConfig::None, ..default() }so it draws on top without clearing. - Query: systems may take
(&mut Camera, &GlobalTransform)withWith<Camera3d>.Camera::viewport_to_world_2dmaps a viewport position to a 2D world position for an orthographic camera along Z. - Schedule: spawn on
Startup. A follow system, if you write one, is your ownUpdatesystem overTransform. This file does not name a follow component.