Bevy 2D animation
When to use
Load this when a 2D actor needs clip playback on a sprite entity. Pair with bevy-animation for the player and clip types. Pair with bevy-animation-graph when clips must blend.
ECS shape
- Components:
Sprite(bevy::sprite) on the visible entity.AnimationPlayerandAnimationTargetId/AnimatedBy(bevy::animation) link a clip to that entity. - Resources: clip assets are
AnimationCliphandles, not a global player. - Systems:
advance_animationsandanimate_targetsare the engine systems named on the animation page. Gameplay code should not reimplement them. - Schedule: those systems are engine-owned. Gameplay that reacts to a finished clip chains after them.
Playback choices
| Need | Bevy idiom |
|---|---|
| Frame cells | Sprite with texture_atlas: Some(TextureAtlas { .. }), or an AnimationClip curve. |
| Named cutout limb | AnimationTargetId::from_name / from_names selects which entity a curve writes. |
| Loop | ActiveAnimation::repeat sets RepeatAnimation::Forever. |
Scope
- Frame sheets use
Sprite::from_atlas_imageandTextureAtlas. Clip curves useanimated_field!plusAnimatableCurve. - A cutout limb is an entity with
AnimationTargetIdandAnimatedBypointing at the entity that ownsAnimationPlayer.
Examples
Atlas frame on a sprite. TextureAtlas.index is the cell.
fn spawn_sheet(
mut commands: Commands,
assets: Res<AssetServer>,
mut layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
let layout = TextureAtlasLayout::from_grid(UVec2::splat(32), 4, 1, None, None);
let layout = layouts.add(layout);
let image = assets.load("actor.png");
commands.spawn((
Sprite::from_atlas_image(image, TextureAtlas { layout, index: 0 }),
FrameClock {
timer: Timer::from_seconds(0.12, TimerMode::Repeating),
frames: 4,
},
));
}
#[derive(Component)]
struct FrameClock {
timer: Timer,
frames: usize,
}
fn tick_frames(time: Res<Time>, mut sprites: Query<(&mut Sprite, &mut FrameClock)>) {
for (mut sprite, mut clock) in &mut sprites {
clock.timer.tick(time.delta());
if clock.timer.just_finished() {
if let Some(atlas) = sprite.texture_atlas.as_mut() {
atlas.index = (atlas.index + 1) % clock.frames;
}
}
}
}
Clip playback. The player stores an AnimationNodeIndex from the graph, not a raw clip handle.
use bevy::animation::animated_field;
use bevy::animation::{AnimatedBy, AnimationTargetId};
#[derive(Component)]
struct IdleNode(AnimationNodeIndex);
fn spawn_clip(
mut commands: Commands,
mut clips: ResMut<Assets<AnimationClip>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
let name = Name::new("actor");
let target = AnimationTargetId::from_name(&name);
let samples = UnevenSampleAutoCurve::new([
(0.0, Vec3::ZERO),
(0.4, Vec3::new(8.0, 0.0, 0.0)),
])
.expect("two samples");
let mut clip = AnimationClip::default();
clip.add_curve_to_target(
target,
AnimatableCurve::new(animated_field!(Transform::translation), samples),
);
let clip_handle = clips.add(clip);
let (graph, indices) = AnimationGraph::from_clips([clip_handle]);
let idle = indices[0];
let graph_handle = graphs.add(graph);
let player = commands
.spawn((
name,
Sprite::from_color(Color::WHITE, Vec2::splat(32.0)),
AnimationPlayer::default(),
AnimationGraphHandle(graph_handle),
target,
IdleNode(idle),
))
.id();
commands.entity(player).insert(AnimatedBy(player));
}
fn play_idle(mut actors: Query<(&mut AnimationPlayer, &IdleNode)>) {
for (mut player, idle) in &mut actors {
player.play(idle.0).repeat();
}
}
fn cutout_id(root: &Name, limb: &Name) -> AnimationTargetId {
AnimationTargetId::from_names([root, limb].into_iter())
}
Facing and frame ticks both write Sprite, so they share one chain.
fn face_keys(keys: Res<ButtonInput<KeyCode>>, mut sprites: Query<&mut Sprite>) {
let left = keys.pressed(KeyCode::KeyA);
let right = keys.pressed(KeyCode::KeyD);
if !left && !right {
return;
}
for mut sprite in &mut sprites {
sprite.flip_x = left;
}
}
#[derive(Component)]
struct SheetClock {
timer: Timer,
frames: usize,
}
fn advance_sheet(time: Res<Time>, mut sprites: Query<(&mut Sprite, &mut SheetClock)>) {
for (mut sprite, mut clock) in &mut sprites {
clock.timer.tick(time.delta());
if clock.timer.just_finished() {
if let Some(atlas) = sprite.texture_atlas.as_mut() {
atlas.index = (atlas.index + 1) % clock.frames;
}
}
}
}
pub struct SpriteAnimPlugin;
impl Plugin for SpriteAnimPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (face_keys, advance_sheet).chain());
}
}
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 value stored off 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.
NEVER
-
Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; 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 sprite-frame type outside
Sprite,TextureAtlas, andAnimationClip. WHY: those are the documented owners of a 2D frame and a sampled curve. -
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 - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - 2D examples - Sprite and atlas samples.
- Animation examples -
AnimationPlayer, clips, and graphs. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-animation - AnimationPlayer and AnimationClip.
Complements
- bevy-animation-graph - Blend clips.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
