chrisgliddon/bevy-skills

bevy-cameras

Use when spawning Bevy 0.19 Camera3d or Camera2d, choosing a Projection, rendering to an image with a RenderTarget component, wiring FreeCamera/PanCamera, building an obstruction-aware third-person orbit camera, ordering views, or setting per-camera Ambient…

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Come usare

  1. Copia il comando e controlla il pacchetto prima di installarlo nel tuo ambiente agente.
  2. Controlla strumenti, credenziali e ambienti richiesti nel documento originale.
  3. Descrivi input e risultato desiderato; confronta l’output con le fonti.
npx skills add https://github.com/chrisgliddon/bevy-skills --skill bevy-cameras

Prima di iniziare

  • L’installazione non include abbonamenti, quote API o accesso ai file.
  • Stelle e installazioni indicano attività, non un test indipendente di qualità o sicurezza.
Documento Skill originale

Contenuto dal repository con titoli, esempi, codice, tabelle, link e immagini preservati.

Bevy 0.19 — Cameras

When to use this skill

  • Spawning the main game camera.
  • Rendering to a texture (mini-map, portal, post-process target).
  • Wanting a drop-in free-look or pan controller without writing your own.
  • Configuring multiple cameras with different order for overlays.
  • Setting ambient brightness on a per-camera basis.
  • Building a third-person pivot/boom camera with fixed-pose interpolation and Rapier

obstruction casts.

Canonical pattern

FreeCamera/PanCamera are gated behind Cargo features. In Cargo.toml:

toml
bevy = { version = "0.19", features = ["free_camera", "pan_camera"] }
rust
use bevy::asset::RenderAssetUsages;
use bevy::camera::RenderTarget;
use bevy::camera_controller::free_camera::{FreeCamera, FreeCameraPlugin};
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(FreeCameraPlugin) // adds the input wiring
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
    // 1. Main camera with the built-in free-look controller.
    commands.spawn((
        Camera3d::default(),
        FreeCamera::default(),
        Transform::from_xyz(0.0, 4.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));

    // 2. A texture target for an off-screen render pass (mini-map, portal).
    let size = bevy::render::render_resource::Extent3d {
        width: 512,
        height: 512,
        depth_or_array_layers: 1,
    };
    let mut image = Image::new_fill(
        size,
        bevy::render::render_resource::TextureDimension::D2,
        &[0; 4],
        bevy::render::render_resource::TextureFormat::Bgra8UnormSrgb,
        RenderAssetUsages::default(),
    );
    image.texture_descriptor.usage =
        bevy::render::render_resource::TextureUsages::TEXTURE_BINDING
            | bevy::render::render_resource::TextureUsages::COPY_DST
            | bevy::render::render_resource::TextureUsages::RENDER_ATTACHMENT;
    let image_handle = images.add(image);

    // 3. A second camera that draws into the texture.
    //    RenderTarget is now a *separate* component, not Camera.target.
    commands.spawn((
        Camera3d::default(),
        Camera { order: -1, ..default() }, // -1 = render before the main camera
        RenderTarget::Image(image_handle.into()),
        Transform::from_xyz(10.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
}

Choosing a projection

rust
use bevy::prelude::*;
use bevy::camera::Projection;

# fn _proj(mut commands: Commands) {
// Default perspective (45° vertical FOV).
commands.spawn((Camera3d::default(), Projection::default()));

// Orthographic for top-down or strategy views.
commands.spawn((
    Camera3d::default(),
    Projection::Orthographic(OrthographicProjection {
        scale: 10.0,
        ..OrthographicProjection::default_3d()
    }),
));
# }

Ambient light: world default vs per-camera

rust
use bevy::prelude::*;
use bevy::light::GlobalAmbientLight;

# fn _amb(app: &mut App, mut commands: Commands) {
// World default — applies everywhere unless a camera overrides.
app.insert_resource(GlobalAmbientLight {
    brightness: 200.0,
    ..default()
});

// Per-camera override (`AmbientLight` is a Component).
commands.spawn((Camera3d::default(), AmbientLight { brightness: 1000.0, ..default() }));
# }

Bevy 0.19 gotchas

  • `RenderTarget` is a separate component. Camera { target: ... } is an old

shape. Spawn RenderTarget alongside Camera3d / Camera.

  • `AmbientLight` is no longer a `Resource`. It's a per-camera component. The world default lives in the GlobalAmbientLight resource.
  • `ImageRenderTarget::scale_factor` is `f32` (used to be wrapped in FloatOrd).
  • Camera `order` is signed. Lower values render first. Use order: -1 for off-screen passes you'll sample in the main pass.
  • `FreeCamera` / `PanCamera` need their plugin and Cargo feature. Add

features = ["free_camera", "pan_camera"]; spawning only the component does not install its input systems.

  • Imports: bevy::camera::RenderTarget, bevy::camera_controller::{free_camera::*, pan_camera::*}, bevy::light::GlobalAmbientLight. None are in the prelude.

See also

pitch limits, smoothing, fixed interpolation, sphere casts, hysteresis, and actor fade.

and render systems.

and correct mouse-delta transfer.

materials.

  • `bevy-a11y` — FOV, shake, motion, and viewport accessibility.
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