Bevy adapt desktop to mobile
When to use
Load this when a desktop window game must accept touch and a smaller layout. Platform features are on bevy-platform-mobile.
ECS shape
- Input:
Toucheslists active contacts. Action mapping lives on bevy-input-handling. - UI: enlarge
Nodehit targets and pad the root with a safe-insetResource.WindowResolutionsets the logical size and an optional scale-factor override.WindowScaleFactorChangedreports a live dpi change. - Textures: ASTC is a compressed texture format for mobile GPUs. Upload still goes through
Assets<Image>.
fn configure_window(mut windows: Query<&mut Window>) {
let Ok(mut window) = windows.single_mut() else {
return;
};
window.resolution.set(720.0, 1280.0);
window.resolution.set_scale_factor_override(Some(2.0));
}
#[derive(Resource, Default)]
struct LastTouch(Option<Vec2>);
fn track_touch(touches: Res<Touches>, mut last: ResMut<LastTouch>) {
last.0 = touches.iter().next().map(|touch| touch.position());
}
#[derive(Component)]
struct TouchTarget;
#[derive(Component)]
struct HudRoot;
#[derive(Resource)]
struct SafeInsets {
top: f32,
bottom: f32,
}
fn enlarge_targets(mut nodes: Query<&mut Node, With<TouchTarget>>) {
for mut node in &mut nodes {
node.min_width = Val::Px(88.0);
node.min_height = Val::Px(88.0);
}
}
fn pad_hud(insets: Res<SafeInsets>, mut roots: Query<&mut Node, With<HudRoot>>) {
for mut node in &mut roots {
node.padding = UiRect {
top: Val::Px(insets.top),
bottom: Val::Px(insets.bottom),
left: Val::Px(12.0),
right: Val::Px(12.0),
};
}
}
use bevy::window::WindowScaleFactorChanged;
fn follow_dpi(
mut scale_events: MessageReader<WindowScaleFactorChanged>,
mut ui_scale: ResMut<UiScale>,
) {
for event in scale_events.read() {
ui_scale.0 = event.scale_factor as f32;
}
}
[dependencies]
bevy = "0.20"
Adapt choices
| Need | Bevy approach |
|---|---|
| Pointer | Touches for contacts. Pointer position on a desktop window is Window::cursor_position. |
| Hover-only menus | Actions that require a hover state need a pressed or tapped path as well. |
| Safe margins | SafeInsets resource applied as Node padding. |
Scope
- Store listings and OS permission dialogs are outside this skill. Layout, touch, and dpi live in the systems above.
- Platform packaging stays on bevy-platform-mobile.
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 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.
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 export-preset or touch-emulation names in Bevy code. WHY:
Touches,Window, andUiScaleare the documented Bevy pieces. -
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
Official links stay on bevy.org. The library pin on bevy-master stays 0.20.0.
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-platform-mobile - Android and touch features.
- bevy-ui-layout - Reflow the HUD.
Complements
- bevy-adapt-mobile-to-desktop - The reverse adapt.
- godot-adapt-desktop-to-mobile - Same topic on the Godot track.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
