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.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-adapt-2d-to-3d
Load this when a 2D design should gain a 3D camera and meshes. Keep gameplay components. Swap the camera and the drawable.
Camera2d and Camera3d are already documented on bevy-camera-systems. An entity should not keep both as if they were one camera mode unless that skill says so.Sprite is 2D. Meshes and StandardMaterial are 3D (bevy-3d-materials).2d and 3d profiles. Enabling 3D does not delete 2D types.| Keep | Replace |
| --- | --- |
| Gameplay components on the actor | Sprite with Mesh3d and MeshMaterial3d |
| The camera entity | Camera2d with Camera3d and a perspective Projection |
| Planar motion as data | Vec2 velocity with a Vec3 wish on XZ |
There is no conversion helper. A startup system rewrites the entities you already spawned. Physics solvers stay on the physics skills.
[dependencies]
bevy = "0.20"
use bevy::mesh::Meshable;
#[derive(Component)]
struct Actor;
#[derive(Component)]
struct PlanarVelocity(Vec2);
#[derive(Component)]
struct WishVelocity(Vec3);
fn promote_actors(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
actors: Query<(Entity, &Transform), (With<Actor>, With<Sprite>)>,
) {
let mesh = meshes.add(Cuboid::new(0.8, 1.6, 0.8).mesh());
let material = materials.add(StandardMaterial {
base_color: Color::srgb(0.75, 0.45, 0.25),
..default()
});
for (entity, transform) in &actors {
let ground = Vec3::new(transform.translation.x, 0.8, transform.translation.y);
commands.entity(entity).remove::<Sprite>().insert((
Mesh3d(mesh.clone()),
MeshMaterial3d(material.clone()),
Transform::from_translation(ground),
));
}
}
fn promote_camera(mut commands: Commands, cameras: Query<Entity, With<Camera2d>>) {
for entity in &cameras {
commands.entity(entity).remove::<Camera2d>().insert((
Camera3d::default(),
Projection::Perspective(PerspectiveProjection::default()),
Transform::from_xyz(0.0, 6.0, 12.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
}
fn lift_velocity(mut actors: Query<(&PlanarVelocity, &mut WishVelocity), With<Actor>>) {
for (planar, mut wish) in &mut actors {
wish.0 = Vec3::new(planar.0.x, 0.0, planar.0.y);
}
}
pub struct AdaptTo3dPlugin;
impl Plugin for AdaptTo3dPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, (promote_actors, promote_camera).chain())
.add_systems(FixedUpdate, lift_velocity);
}
}
fn spawn_follow_camera(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
Projection::Perspective(PerspectiveProjection {
fov: 50.0_f32.to_radians(),
..default()
}),
Transform::from_xyz(0.0, 4.0, 8.0).looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
));
}
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 | One script that owns the whole actor |
| 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.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.Sprite and inserts mesh components on the same entity.Camera3d and Mesh3d are the draw path this schedule already runs.The library pin on bevy-master stays 0.20.0. Load references/ecs-ownership.md when a system both removes 2D components and writes a velocity. Do not load it to author materials.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.Take thedivergentai/bevy-adapt-2d-to-3d from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.