Skip to content

TGMcLean/bevy_sprite3d

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

39 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

bevy_sprite3d

Crates.io MIT

Use 2d sprites in a 3d bevy scene.

This is a pretty common setup in other engines (unity, godot, etc). Useful for:

  • 2d games using bevy's lighting (orthographic camera, 3d sprites)
  • 2d games with easier parallax and scale (perspective camera, 3d sprites)
  • 2d games in a 3d world (perspective camera, both 3d sprites and meshes)
  • 3d games with billboard sprites (a la Delver)

Both meshes and materials are internally cached, so this crate can be used for things like tilemaps without issue.

Examples

Example using bevy_sprite3d:

chaos

A more complicated scene: examples/dungeon.rs. Try this one with cargo run --example dungeon.

bevy_sprite3d.cutout.shadows.mp4

Some more examples. These don't use bevy, but demonstrate the effect style:

the last night

the last night

hollow knight

Usage

Check out the examples for details. Tl;dr initialize the plugin with

app.add_plugin(Sprite3dPlugin)

and spawn sprites with

fn setup(
    mut commands: Commands, 
    images: Res<ImageAssets>,
    mut sprite_params: Sprite3dParams
) {

    // ----------------------- Single Static Sprite ----------------------------

    commands.spawn_bundle(Sprite3d {
            image: images.sprite.clone(),

            pixels_per_metre: 400.,

            partial_alpha: true,

            unlit: true,

            ..default()

            // transform: Transform::from_xyz(0., 0., 0.),
            // pivot: Some(Vec2::new(0.5, 0.5)),
            // double_sided: true,

    }.bundle(&mut sprite_params));

    // ------------------- Texture Atlas (Sprite Sheet) ------------------------

    commands.spawn_bundle(AtlasSprite3d {
            atlas: images.sprite_sheet.clone(),

            pixels_per_metre: 32.,
            partial_alpha: true,
            unlit: true,

            index: 3,

            ..default()

            // transform: Transform::from_xyz(0., 0., 0.),
            // pivot: Some(Vec2::new(0.5, 0.5)),
            // double_sided: true,

    }.bundle(&mut sprite_params));
}

One small complication: your image assets should be loaded prior to spawning, as bevy_sprite3d uses some properties of the image (such as size and aspect ratio) in constructing the 3d mesh.

To that end, I'd recommend using bevy_asset_loader for simplicity. Examples are provided both with and without it.

Versioning

bevy_sprite3d version bevy version
2.5 0.11
2.4 0.10
2.3 0.9
2.2 0.9
2.1 0.9
2.0 0.8
1.1 0.8
1.0 0.7

About

Use sprites in a 3d bevy scene.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • Rust 88.3%
  • Python 11.7%