bevy-cameras
Skill29 starsChanged 11 days agoMITView on GitHub
Use when spawning `Camera3d` or `Camera2d`, choosing a `Projection`, rendering to an image with the `RenderTarget` component, adding `Hdr` / `Tonemapping::Linear` / `ScreenSpaceTransmission` to a camera, wiring `FreeCamera`, `PanCamera` or the new `PanOrbitCamera` from `bevy::camera_controller`, ordering views with `Camera::order`, or setting a per-camera `AmbientLight` in Bevy 0.20.
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The file
Files
Bevy 0.20 — Cameras
When to use this skill
- Spawning the main game camera.
- Rendering to a texture (mini-map, portal, post-process target).
- Wanting a drop-in free-look, pan, or CAD-style orbit controller.
- Configuring multiple cameras with different
orderfor overlays. - Glass/translucent materials render flat (0.20 made
ScreenSpaceTransmissionopt-in). Tonemapping::Nonesuddenly looks different (0.20 made it a pure passthrough).
Canonical pattern
Controllers are feature-gated. In Cargo.toml:
bevy = { version = "0.20", features = ["free_camera", "pan_camera", "pan_orbit_camera"] }use bevy::asset::RenderAssetUsages;
use bevy::camera::{Hdr, RenderTarget};
use bevy::camera_controller::free_camera::{FreeCamera, FreeCameraPlugin};
use bevy::core_pipeline::tonemapping::Tonemapping;
use bevy::prelude::*;
use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(FreeCameraPlugin) // adds the input wiring
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
// 1. Main camera with the built-in free-look controller.
commands.spawn((
Camera3d::default(),
Hdr, // `bevy::camera::Hdr` since 0.19
Tonemapping::default(), // TonyMcMapface; `Linear` = no curve, keep grading
FreeCamera::default(),
Transform::from_xyz(0.0, 4.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// 2. A texture target for an off-screen render pass (mini-map, portal).
let size = Extent3d { width: 512, height: 512, depth_or_array_layers: 1 };
let mut image = Image::new_fill(
size,
TextureDimension::D2,
&[0; 4],
TextureFormat::Bgra8UnormSrgb,
RenderAssetUsages::default(),
);
image.texture_descriptor.usage = TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT;
let image_handle = images.add(image);
// 3. A second camera that draws into the texture.
// `RenderTarget` is a separate component, not a `Camera` field.
commands.spawn((
Camera3d::default(),
Camera { order: -1, ..default() }, // lower order renders first
RenderTarget::Image(image_handle.into()),
Transform::from_xyz(10.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}Choosing a projection
use bevy::prelude::*;
fn _proj(mut commands: Commands) {
// Default perspective.
commands.spawn((Camera3d::default(), Projection::default()));
// Orthographic for top-down or strategy views.
commands.spawn((
Camera3d::default(),
Projection::Orthographic(OrthographicProjection {
scale: 10.0,
..OrthographicProjection::default_3d()
}),
));
}Pan-orbit camera (new in 0.20)
bevy_editor_cam was upstreamed as PanOrbitCamera. It needs picking for depth-aware
zoom, so add MeshPickingPlugin too.
use bevy::camera_controller::pan_orbit_camera::{DefaultPanOrbitCameraPlugins, PanOrbitCamera};
use bevy::prelude::*;
fn _orbit(app: &mut App, mut commands: Commands) {
app.add_plugins((MeshPickingPlugin, DefaultPanOrbitCameraPlugins));
commands.spawn((Camera3d::default(), PanOrbitCamera::default()));
}Ambient light: world default vs per-camera
use bevy::light::GlobalAmbientLight;
use bevy::prelude::*;
fn _amb(app: &mut App, mut commands: Commands) {
// World default — applies everywhere unless a camera overrides.
app.insert_resource(GlobalAmbientLight { brightness: 200.0, ..default() });
// Per-camera override — `AmbientLight` is a Component.
commands.spawn((Camera3d::default(), AmbientLight { brightness: 1000.0, ..default() }));
}Gotchas
0.19 → 0.20
ScreenSpaceTransmissionis opt-in.Camera3dno longer requires it. Addbevy::pbr::ScreenSpaceTransmission::default()to get refraction through transmissiveStandardMaterials.Tonemapping::Noneis a full passthrough. NoColorGrading, noDebandDither, no clamp. Use the newTonemapping::Linearfor "no tone curve but keep the rest".Camera2dnow defaults toTonemapping::Linear.Tonemapping/DebandDithermoved tobevy_render::view. Thebevy::core_pipeline::tonemapping::Tonemappingimport still works via re-export; reflected type paths in scene files changed.- Mixed-
Hdrcamera stacks composite instead of overwrite. Setblend_stateinCameraOutputMode::Writefor the old replace behaviour.SortedCamera::hdris gone. RenderDebugOverlaykeybindings.RenderDebugOverlayPluginjoinsDefaultPlugins(disabled by default) only with thebevy_dev_tools+render_dev_toolsfeatures.
0.18 → 0.19
Hdrmoved tobevy::camera::Hdrand is not extracted to the render world; readExtractedCamera::hdrthere.Camera3d::screen_space_specular_transmission_*fields are gone. They becameScreenSpaceTransmission { steps, quality }inbevy_pbr.Skyboxmoved tobevy::lightandimageisOption<Handle<Image>>.Atmosphereis an entity, not a camera component. The camera keepsAtmosphereSettings.PanCamerapans with the mouse by default. Setmouse_pan_settings.enabled = falsefor keyboard-only.ExtractedView::hdrmoved toExtractedCamera::hdr;TextureFormat::bevy_default()is deprecated — readExtractedView::target_format.ViewTarget::out_texture()returnsOption(Nonewhen the surface is occluded orCameraOutputMode::Skip).- Render graph nodes are systems in the
Core3d/Core2dschedules;RenderSystems::ManageViewssplit intoCreateViews,Specialize,PrepareViews.
Still true
RenderTargetis its own component;Camera { target: ... }does not exist.RenderTarget::Nonerenders prepasses only.AmbientLightis a component; the resource isGlobalAmbientLight.Camera::orderis signed. Lower renders first.- Controllers need their Cargo feature and plugin:
free_camera+FreeCameraPlugin,pan_camera+PanCameraPlugin,pan_orbit_camera+DefaultPanOrbitCameraPlugins. - Imports:
bevy::camera::{RenderTarget, Hdr},bevy::camera_controller::{free_camera, pan_camera, pan_orbit_camera},bevy::light::GlobalAmbientLight. None are in the prelude.
See also
bevy-pbr-materials— materials, lights,ContactShadows, atmosphere.bevy-capture— recording a camera'sRenderTarget::Imageto video.bevy-migration-0-19-to-0-20—Tonemapping::Linear, opt-in transmission.bevy-migration-0-18-to-0-19—Hdr/Skybox/Atmospheremoves.
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