bevy_sprite3d

Crates.iobevy_sprite3d
lib.rsbevy_sprite3d
version
sourcesrc
created_at2022-07-29 19:44:40.059018
updated_at2024-12-04 05:38:44.252236
descriptionBevy Plugin to allow using 2d sprites in a 3d scene.
homepage
repositoryhttps://github.com/FraserLee/bevy_sprite3d
max_upload_size
id635139
Cargo.toml error:TOML parse error at line 17, column 1 | 17 | autolib = false | ^^^^^^^ unknown field `autolib`, expected one of `name`, `version`, `edition`, `authors`, `description`, `readme`, `license`, `repository`, `homepage`, `documentation`, `build`, `resolver`, `links`, `default-run`, `default_dash_run`, `rust-version`, `rust_dash_version`, `rust_version`, `license-file`, `license_dash_file`, `license_file`, `licenseFile`, `license_capital_file`, `forced-target`, `forced_dash_target`, `autobins`, `autotests`, `autoexamples`, `autobenches`, `publish`, `metadata`, `keywords`, `categories`, `exclude`, `include`
size0
(FraserLee)

documentation

README

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.

https://github.com/FraserLee/bevy_sprite3d/assets/30442265/1821b13c-9770-4f4e-a889-f67e06a3cda6

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>, // this is your custom resource populated with asset handles
    mut sprite_params: Sprite3dParams
) {

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

    commands.spawn(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) ------------------------

    let texture_atlas = TextureAtlas {
        layout: images.layout.clone(),
        index: 3,
    };

    commands.spawn(Sprite3d {
            image: images.sprite_sheet.clone(),

            pixels_per_metre: 32.,
            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_with_atlas(&mut sprite_params, texture_atlas));
}

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. Examples show how to do this with Bevy's States.

Versioning

bevy_sprite3d version bevy version
4.0 0.15
3.0 0.14
2.8 0.13
2.7 0.12
2.5 - 2.6 0.11
2.4 0.10
2.1 - 2.3 0.9
1.1 - 2.0 0.8
1.0 0.7
Commit count: 75

cargo fmt