#camera #bevy #3d #gamedev #flycam

bevy-debug-camera

A simple camera plugin perfect for debugging in 3D bevy games

4 releases (2 breaking)

0.3.0 Aug 26, 2023
0.2.0 Aug 26, 2023
0.1.1 Feb 12, 2023
0.1.0 Feb 12, 2023

#1528 in Game dev

46 downloads per month

MIT license

31KB
297 lines

Bevy Debug Camera

Crates.io MIT CircleCI Crates.io

This library provides a simple, lightweight way of having a "flycam" style camera for debugging. It's confirgurable, letting you easily enable the system locally for a camera or globally for all cameras with a component and resource.

Bevy compatibility

Bevy Version bevy-debug-camera version
0.9.1 ^0.1.0
^0.10.0 ^0.2.0
^0.11.0 ^0.3.0

Examples

You can look at the examples folder for practical uses of this crate, but to get started you can simply do the following when setting up your app:

use bevy::prelude::*;
use bevy_debug_camera::{DebugCamera, DebugCameraPlugin};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugin(DebugCameraPlugin::default())
        .add_startup_system(setup)
        .run();
}

fn setup(mut commands: Commands) {
    // ... other setup code
    commands
        .spawn(Camera3dBundle::default())
        .insert(DebugCamera {
            position: Vec3::new(-5., 1., 0.),
            ..default()
        });
}

Bindings

The default bindings are as follows:

Mouse + Keyboard

Action Binding
Move forward W
Move backward S
Move left A
Move right D
Move up Lshift
Move down Space
Yaw Mouse X
pitch Mouse Y
Roll left Q
Roll right E

Controller

Action Binding
Move fwd/bwd Lstick Y
Move left/right Lstick X
Move up RTrigger
Move down LTrigger
Yaw Rstick X
pitch Lstick Y
Roll left LBumper
Roll right RBumper

Configuring Plugin

The plugin comes with some configuration options you can set on startup that use to customise behaviour of the cameras in use. You can configure:

  • Keyboard bindings
  • Gamepad bindings
  • Accepted input

All these customisation are exposed as resources, which are constantly read and can be modified during runtime as well An example using all configuration options can be seen below and in the configuration example:

use bevy::prelude::*;
use bevy_debug_camera::{
    DebugCamera, DebugCameraPlugin, GamepadBindings, KeyboardBindings, DebugCameraActive,
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Each field in `DebugCameraPlugin` can be set directly or picked up from
        // default.
        .add_plugin(DebugCameraPlugin {
            gamepad_bindings: GamepadBindings {
                // Overrides only the roll buttons
                roll_left: GamepadButtonType::West,
                roll_right: GamepadButtonType::East,
                ..default()
            },
            keyboard_bindings: KeyboardBindings {
                // Override WASD with arrows
                fwd: KeyCode::Up,
                bwd: KeyCode::Down,
                left: KeyCode::Left,
                right: KeyCode::Right,
                ..default()
            },
            debug_camera_active: DebugCameraActive {
                // Disable keyboard + mouse only
                keymouse: false,
                ..default()
            },
        })
        .add_startup_system(setup)
        .run();
}

fn setup() {
    // Setup logic here...
}

Dependencies

~18–28MB
~413K SLoC