Bevy tweening
When to use
Load this when a value should ease over time. A tween player is yours to build in ECS from elapsed time.
ECS shape
- Feature:
EasingCurvesamples an ease between two values. It is not a player that stores entity state. - Components: a tween you own: start, end, elapsed, and duration.
- Systems: step elapsed time on
UpdatewithTime::delta_secs, then writeTransform. - Animation: property animation over a clip is
AnimationClipon bevy-animation. That is a clip, not a one-shot UI tween.
[dependencies]
bevy = "0.20"
One system advances elapsed time. The eased t is EasingCurve::sample_clamped. Finished tweens are despawned by the marker, not by a callback type.
use bevy::curve::Curve;
use bevy::curve::easing::{EaseFunction, EasingCurve};
#[derive(Component)]
struct Slide {
start: Vec3,
end: Vec3,
elapsed: f32,
duration: f32,
}
fn spawn_slide(mut commands: Commands) {
commands.spawn((
Transform::from_translation(Vec3::ZERO),
Slide {
start: Vec3::ZERO,
end: Vec3::new(2.0, 1.0, 0.0),
elapsed: 0.0,
duration: 0.6,
},
));
}
fn step_slides(
time: Res<Time>,
mut slides: Query<(Entity, &mut Slide, &mut Transform)>,
mut commands: Commands,
) {
let curve = EasingCurve::new(0.0, 1.0, EaseFunction::QuadraticOut);
for (entity, mut slide, mut transform) in &mut slides {
slide.elapsed = (slide.elapsed + time.delta_secs()).min(slide.duration);
let t = if slide.duration <= 0.0 {
1.0
} else {
slide.elapsed / slide.duration
};
let eased = curve.sample_clamped(t);
transform.translation = slide.start.lerp(slide.end, eased);
if slide.elapsed >= slide.duration {
commands.entity(entity).remove::<Slide>();
}
}
}
pub struct JuicePlugin;
impl Plugin for JuicePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_slide)
.add_systems(Update, step_slides);
}
}
A punch scale uses the same clock and a different ease. When elapsed reaches duration, the marker comes off so later systems stop writing that transform.
use bevy::curve::Curve;
use bevy::curve::easing::{EaseFunction, EasingCurve};
#[derive(Component)]
struct Punch {
elapsed: f32,
duration: f32,
amount: f32,
}
fn step_punch(time: Res<Time>, mut punches: Query<(Entity, &mut Punch, &mut Transform)>, mut commands: Commands) {
let curve = EasingCurve::new(0.0, 1.0, EaseFunction::CubicOut);
for (entity, mut punch, mut transform) in &mut punches {
punch.elapsed = (punch.elapsed + time.delta_secs()).min(punch.duration);
let t = punch.elapsed / punch.duration.max(0.0001);
let eased = curve.sample_clamped(t);
let scale = 1.0 + punch.amount * (1.0 - eased);
transform.scale = Vec3::splat(scale);
if punch.elapsed >= punch.duration {
commands.entity(entity).remove::<Punch>();
}
}
}
Delay then move is two components. The delay system inserts Slide only after its timer ends, so the order is data, not a sequence asset.
#[derive(Component)]
struct Slide {
start: Vec3,
end: Vec3,
elapsed: f32,
duration: f32,
}
#[derive(Component)]
struct Wait {
remaining: f32,
end: Vec3,
}
fn release_waits(time: Res<Time>, mut waits: Query<(Entity, &mut Wait)>, mut commands: Commands) {
for (entity, mut wait) in &mut waits {
wait.remaining -= time.delta_secs();
if wait.remaining <= 0.0 {
commands.entity(entity).insert(Slide {
start: Vec3::ZERO,
end: wait.end,
elapsed: 0.0,
duration: 0.4,
});
commands.entity(entity).remove::<Wait>();
}
}
}
Choose the owner
| Need | Owner |
|---|---|
| Property tween | Slide plus EasingCurve writing Transform. |
| Sequence | A Wait component that inserts Slide when it elapses. |
| Finish | Remove the marker when elapsed reaches duration. Clip events stay on bevy-animation. |
Scope
EasingCurve::sample_clampedis the ease used above.EaseFunction::QuadraticOutandEaseFunction::CubicOutare two of the built-in curves.- The player is the
Slide/Punch/Waitcomponents. A third-party tween crate is optional and is not required for this pattern.
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 that is not a component |
| 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 Godot Tween node. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No named tween crate as the chosen solution. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
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.
Official Documentation
- Assets - Official asset catalog.
- 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-animation - Clip-based property animation.
- bevy-master - Fixed clock name.
Complements
- godot-tweening - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
