--- name: bevy-adapt-3d-to-2d description: "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 `Sprite` where a billboard is enough. - **Camera:** use `Camera2d` from 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 ```toml [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. ```rust #[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, actors: Query<(Entity, &DrawOrder), With>, ) { let image = asset_server.load("actors/hero.png"); for (entity, order) in &actors { commands .entity(entity) .remove::() .remove::>() .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. ```rust #[derive(Component)] struct Actor; fn spawn_sprite_actor(mut commands: Commands, asset_server: Res) { 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>) { 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. ```rust #[derive(Component)] struct DrawOrder(f32); fn apply_draw_order(mut sprites: Query<(&DrawOrder, &mut Transform), With>) { 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](references/ecs-ownership.md) for the ownership table. ## NEVER - Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; 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 `Mesh3d` or `MeshMaterial3d` on 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](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [2D examples](https://github.com/bevyengine/bevy/tree/latest/examples/2d) - Sprite and camera samples. - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`. - [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Hub and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems. - [bevy-camera-systems](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-camera-systems/SKILL.md) - Camera2d. - [bevy-2d-animation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-2d-animation/SKILL.md) - Sprite clips. #### Complements - [bevy-adapt-2d-to-3d](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-adapt-2d-to-3d/SKILL.md) - The reverse adapt. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.