Bevy animation playback
When to use
Load this when an entity should play an AnimationClip. Blend graphs belong on bevy-animation-graph. 2D sprite specifics belong on bevy-2d-animation.
ECS shape
- Components:
AnimationPlayercontrols playback.AnimatedBylinks a target entity to the player entity.AnimationTargetIdselects which curves apply. - Assets:
AnimationClipholdsVariableCurveentries. - Systems:
advance_animationsadvances time.animate_targetswrites the curves.AnimationPluginadds animation support. - Events:
AnimationEventcan be triggered from a clip. Check the animation docs for observer wiring beyond the trait name.
Playback pieces
| Need | Bevy idiom |
|---|---|
| Who advances time | AnimationPlayer on an entity |
| Clip asset | AnimationClip inside an AnimationGraph node |
| Which bone or field | AnimationTargetId plus AnimatedBy |
| Repeat | ActiveAnimation::repeat, which sets RepeatAnimation::Forever |
Examples
[dependencies]
bevy = "0.20"
AnimationPlayer::play takes an AnimationNodeIndex from an AnimationGraph, not a clip handle. AnimationGraph::from_clip builds that one-node graph. AnimatedBy points the target at the player entity. AnimationTargetId::from_name selects the curves for that name.
use bevy::animation::{AnimatedBy, AnimationTargetId};
#[derive(Resource)]
struct WalkNode(AnimationNodeIndex);
fn setup_walk(
mut commands: Commands,
mut clips: ResMut<Assets<AnimationClip>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
let clip = clips.add(AnimationClip::default());
let (graph, index) = AnimationGraph::from_clip(clip);
let player = commands
.spawn((
AnimationPlayer::default(),
AnimationGraphHandle(graphs.add(graph)),
))
.id();
commands.spawn((
AnimatedBy(player),
AnimationTargetId::from_name(&Name::new("Hips")),
Transform::default(),
));
commands.insert_resource(WalkNode(index));
}
fn play_loop(mut players: Query<&mut AnimationPlayer>, walk: Res<WalkNode>) {
for mut player in &mut players {
player.play(walk.0).repeat();
}
}
Pause, resume, and seek act on every active clip on that player.
fn pause_players(mut players: Query<&mut AnimationPlayer>) {
for mut player in &mut players {
player.pause_all();
}
}
fn resume_and_seek(mut players: Query<&mut AnimationPlayer>) {
for mut player in &mut players {
player.resume_all().seek_all_by(0.25);
}
}
Stop one node, or ask whether it is still active, without touching the other clips on the same player.
fn stop_walk(mut players: Query<&mut AnimationPlayer>, walk: Res<WalkNode>) {
for mut player in &mut players {
if player.is_playing_animation(walk.0) {
player.stop(walk.0);
}
}
}
#[derive(Resource)]
struct WalkNode(AnimationNodeIndex);
Scale every active clip on the player. glTF files load as AnimationClip assets; this player plays the graph node that holds that clip.
fn slow_motion(mut players: Query<&mut AnimationPlayer>) {
for mut player in &mut players {
player.adjust_speeds(0.5);
}
}
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 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.
-
Do not pass an
AnimationCliphandle toAnimationPlayer::play. WHY:playtakes anAnimationNodeIndexfrom the graph built withAnimationGraph::from_clip. -
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. - Animation examples - Player, graph, and glTF clip samples.
- 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.
Complements
- bevy-animation-graph - Blend instead of a single clip.
- bevy-2d-animation - Sprite targets.
- bevy-asset-scenes - Load clip assets.
Downstream / consumers
- bevy-animation-graph - Consumes clips.
Master
- bevy-master - Bevy router.
