bevy-gizmos

Visualize Bevy Gizmos primitives for runtime debugging in 2D and 3D scenes.

125|10|Updated Nov 22, 2022
One-click install
npx skills add https://github.com/nolantait/bevy-starter --skill bevy-gizmos
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: bevy-gizmos
Source: https://github.com/nolantait/bevy-starter/tree/main/.agents/skills/bevy-gizmos
Command: npx skills add https://github.com/nolantait/bevy-starter --skill bevy-gizmos

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Bevy Gizmos provide immediate-mode debugging visuals for Bevy apps, enabling developers to see spatial relationships and runtime state without writing custom rendering code.

Core Features & Use Cases

  • GizmoPlugin integration via DefaultPlugins for quick enablement of per-frame visual debugging.
  • Support for a variety of primitives (lines, circles, spheres, axes) and retained GizmoAsset for high-performance static visuals.
  • Use cases include debugging physics, camera frustums, collision bounds, and entity spatial relationships during development.

Quick Start

Add GizmoPlugin to your Bevy App and render a Gizmos primitive to begin visual debugging.

Frequently Asked Questions about bevy-gizmos

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I visualize spatial relationships and runtime state in a Bevy game?

Visualizing spatial relationships in Bevy is done by applying immediate-mode gizmos to render debugging primitives like lines, circles, and axes directly in your runtime scene. This lets you inspect entity positions and states without writing custom rendering code.

What is the best way to debug physics and collision bounds in Bevy without custom rendering?

Debugging physics and collision bounds in Bevy is achieved by rendering immediate-mode gizmos. This approach overlays lines and shapes directly onto your scene, enabling real-time inspection of spatial relationships without the overhead of developing custom rendering pipelines.

How do I start rendering gizmos in my Bevy app?

To start rendering gizmos in your Bevy app, add the GizmoPlugin to your DefaultPlugins setup. Once integrated, you can call Gizmos primitives to draw lines, spheres, or axes for immediate visual debugging in your scene.

Can I use Bevy gizmos for both 2D and 3D game development?

Yes, you can use Bevy gizmos across both 2D and 3D game development projects. The system supports rendering a variety of spatial primitives, allowing you to inspect camera frustums, collision bounds, and physics states in either dimension during development.

Does Bevy support retained gizmos for high-performance static visuals?

Yes, Bevy supports retained gizmos for high-performance static visuals through GizmoAsset. This allows you to render persistent debugging shapes efficiently, complementing the immediate-mode gizmos used for per-frame dynamic scene inspection.

When should I not use immediate-mode gizmos for scene inspection?

You should avoid using immediate-mode gizmos for static visuals that persist across frames, as they require per-frame updates. Instead, use the retained GizmoAsset configuration for high-performance static rendering to prevent unnecessary overhead during scene inspection.