Imported from thedivergentai/game-dev-agentic-skills (
skills/bevy-adapt-3d-to-2d/SKILL.md). Install upstream withnpx skills add thedivergentai/game-dev-agentic-skills --skill bevy-adapt-3d-to-2d. Copyright stays with the author.
Bevy adapt 3D to 2D
When to use
Load this when a 3D design should render as sprites or billboards. Gameplay components stay. Render components change.
ECS shape
- Draw: replace mesh and PBR material entities' render parts with
Spritewhere a billboard is enough. - Camera: use
Camera2dfrom bevy-camera-systems. - Lights: 3D light entities are not required for an unlit sprite. Do not leave clustered-light assumptions in gameplay code.
What stays and what changes
| Piece | Bevy idiom |
|---|---|
| Gameplay on the actor | Keep the same components. Swap render components for Sprite. |
| View | Camera2d. |
| Draw order | A DrawOrder component you store, then write into Transform. |
Examples
[dependencies]
bevy = "0.20"
Gameplay components stay on the entity. The 3D render components come off, and a Sprite goes on. Camera2d is the view.
#[derive(Component)]
struct Actor;
#[derive(Component)]
struct DrawOrder(f32);
fn spawn_flat_view(mut commands: Commands) {
commands.spawn(Camera2d);
}
fn present_as_sprites(
mut commands: Commands,
asset_server: Res<AssetServer>,
actors: Query<(Entity, &DrawOrder), With<Actor>>,
) {
let image = asset_server.load("actors/hero.png");
for (entity, order) in &actors {
commands
.entity(entity)
.remove::<Mesh3d>()
.remove::<MeshMaterial3d<StandardMaterial>>()
.insert((
Sprite {
image: image.clone(),
custom_size: Some(Vec2::new(64.0, 64.0)),
..default()
},
Transform::from_xyz(0.0, order.0, 0.0),
));
}
}
A new actor can spawn already flat. The same Actor component is what gameplay systems query.
#[derive(Component)]
struct Actor;
fn spawn_sprite_actor(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Actor,
Sprite {
image: asset_server.load("actors/hero.png"),
color: Color::WHITE,
..default()
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
fn face_motion(mut actors: Query<(&Transform, &mut Sprite), With<Actor>>) {
for (transform, mut sprite) in &mut actors {
sprite.flip_x = transform.translation.x < 0.0;
}
}
Sort sprites from the stored order without a 3D camera. Higher DrawOrder maps to a higher Y so the 2D camera draws it later in a top-down layout.
#[derive(Component)]
struct DrawOrder(f32);
fn apply_draw_order(mut sprites: Query<(&DrawOrder, &mut Transform), With<Sprite>>) {
for (order, mut transform) in &mut sprites {
transform.translation.y = order.0;
}
}
Expert Knowledge Delta
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.
Who owns state
| 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.
Decision
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query |
A plain struct stored outside the world |
| 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.
NEVER
-
Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; 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 leftover
Mesh3dorMeshMaterial3don an entity that is now a sprite. WHY: both render paths on one entity fight over the same transform. -
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.
Official Documentation
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - 2D examples - Sprite and camera samples.
- ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-camera-systems - Camera2d.
- bevy-2d-animation - Sprite clips.
Complements
- bevy-adapt-2d-to-3d - The reverse adapt.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
