
Bevy Adapt 3d To 2d
Bevy ECS skill for moving a Bevy game from 3D to 2D.
Install
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill bevy-adapt-3d-to-2d -g -a claude-code -y- Repository
- thedivergentai/Game-Dev-Agentic-Skills917
- Category
- Media
- Updated
- 19d ago
- License
- LGPL-3.0
- Context cost
- Mediumabout 1,769 tokens
- Runs scripts
- No, instructions only
What it does
Bevy ECS skill for moving a Bevy game from 3D to 2D. Keywords: Bevy, 3D, 2D, adapt, sprite, camera.
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;


