Bevy ECS skill for cameras. Keywords: Bevy, Camera, Camera2d, Camera3d, Transform.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-camera-systems
Load this when a view must render 2D or 3D. Camera, Camera2d, Camera3d, and the two_passes example are the sources for the names below. The library pin is 0.20.
Camera is the viewpoint (projection and render target). A Camera with no render graph errors at runtime. Camera2d enables the 2D graph and requires Camera, Projection, and Frustum. Camera3d enables the main 3D graph and requires Camera and Projection. 3D space is right-handed: X right, Y up, Z back, so forward is -Z.commands.spawn((Camera3d::default(), Transform::from_xyz(...).looking_at(Vec3::ZERO, Vec3::Y))). A second camera sets Camera { order: 1, clear_color: ClearColorConfig::None, ..default() } so it draws on top without clearing.(&Camera, &GlobalTransform) with With<Camera2d>. Camera::viewport_to_world_2d maps a viewport position to a 2D world position for an orthographic camera along Z.Startup. Follow, split viewports, and trauma offset are your components on Update.fn spawn_cameras(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 6.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Camera2d,
Camera {
order: 1,
clear_color: ClearColorConfig::None,
..default()
},
));
}
#[derive(Component)]
struct FollowTarget;
#[derive(Component)]
struct FollowCam {
offset: Vec3,
stiffness: f32,
}
fn follow_target(
time: Res<Time>,
targets: Query<&Transform, (With<FollowTarget>, Without<FollowCam>)>,
mut cameras: Query<(&FollowCam, &mut Transform)>,
) {
let Ok(target) = targets.single() else {
return;
};
let dt = time.delta_secs();
for (follow, mut transform) in &mut cameras {
let desired = target.translation + follow.offset;
let t = 1.0 - (-follow.stiffness * dt).exp();
transform.translation = transform.translation.lerp(desired, t);
transform.look_at(target.translation, Vec3::Y);
}
}
use bevy::camera::Viewport;
fn split_view(mut cameras: Query<&mut Camera, With<Camera3d>>) {
let mut iter = cameras.iter_mut();
if let Some(mut left) = iter.next() {
left.viewport = Some(Viewport {
physical_position: UVec2::new(0, 0),
physical_size: UVec2::new(640, 720),
depth: 0.0..1.0,
});
}
if let Some(mut right) = iter.next() {
right.order = 0;
right.viewport = Some(Viewport {
physical_position: UVec2::new(640, 0),
physical_size: UVec2::new(640, 720),
depth: 0.0..1.0,
});
}
}
fn cursor_to_world(
windows: Query<&Window>,
cameras: Query<(&Camera, &GlobalTransform), With<Camera2d>>,
) {
let Ok(window) = windows.single() else {
return;
};
let Ok((camera, transform)) = cameras.single() else {
return;
};
let Some(cursor) = window.cursor_position() else {
return;
};
let _world = camera.viewport_to_world_2d(transform, cursor);
}
#[derive(Component)]
struct Trauma(f32);
fn apply_trauma(time: Res<Time>, mut cameras: Query<(&mut Trauma, &mut Transform), With<Camera3d>>) {
for (mut trauma, mut transform) in &mut cameras {
trauma.0 = (trauma.0 - time.delta_secs()).max(0.0);
let shake = trauma.0 * trauma.0;
transform.translation.x += (time.elapsed_secs() * 31.0).sin() * 0.15 * shake;
transform.translation.y += (time.elapsed_secs() * 27.0).cos() * 0.1 * shake;
}
}
[dependencies]
bevy = "0.20"
| Need | Bevy approach |
| --- | --- |
| Active view | An entity with Camera2d or Camera3d |
| Camera pose | Transform on that entity |
| Draw order / overlay | Camera.order and ClearColorConfig::None |
| Screen point to 2D world | viewport_to_world_2d with GlobalTransform |
Viewports are the systems above. A Camera still needs its render graph: spawn Camera2d or Camera3d so Bevy inserts CameraRenderGraph.RenderTarget::Image component on the camera entity. The split example keeps the window target and sets Camera::viewport.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 | A script field copied onto the entity |
| 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.Camera2d and Camera3d are the documented Bevy pieces.FollowCam and Trauma components in this skill, written as ordinary ECS.Official links stay on bevy.org. The library pin on bevy-master stays 0.20.0.
latest branch.Component, systems, Query, Startup, Update, and .chain().Take thedivergentai/bevy-camera-systems 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.