Bevy adapt 2D to 3D
When to use
Load this when a 2D design should gain a 3D camera and meshes. Keep gameplay components. Swap the camera and the drawable.
ECS shape
- Cameras:
Camera2dandCamera3dare already documented on bevy-camera-systems. An entity should not keep both as if they were one camera mode unless that skill says so. - Draw:
Spriteis 2D. Meshes andStandardMaterialare 3D (bevy-3d-materials). - Features: the crate page separates
2dand3dprofiles. Enabling 3D does not delete 2D types. - Motion: bevy-character-movement stays the locomotion skill. A 3D velocity is still your component until a solver exists.
What changes
| 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),
));
}
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 |
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.
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 node convert-to-3D operation from another engine. WHY: Bevy has no scene-tree convert; a startup system removes
Spriteand inserts mesh components on the same entity. -
No foreign engine types in Bevy code. WHY:
Camera3dandMesh3dare the draw path this schedule already runs. -
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. Load references/ecs-ownership.md when a system both removes 2D components and writes a velocity. Do not load it to author materials.
Official Documentation
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - 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-camera-systems - Camera2d and Camera3d.
- bevy-3d-world-building - Level assembly.
Complements
- bevy-adapt-3d-to-2d - The reverse adapt.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
