bevy_director
Shots, sequences, and a camera you can direct. An Unreal-Sequencer-shaped cinematic layer for Bevy 0.19: sequences are RON assets made of shots, shots are camera rigs (eased keys, constant-speed dolly rails, orbits) with a film-literate lens (focal length against a filmback, focus pulls, aperture, exposure), and playback hands off from your gameplay camera and glides back onto it when the take ends.
What it is not: a general tween library (see bevy_tweening) or an animation graph (see bevy_animation). Its editor is deliberately focused on cinematic cameras and events rather than being a general scene editor.
Quickstart
use *;
use *;
app.add_plugins;
// Let the director borrow the frame: gate your own camera-driving
// system so it yields during a take and runs during the glide home.
app.add_systems;
// Anywhere, later:
commands.play_sequence;
The director finds your active Camera3d, snapshots it, swaps
is_active to its own CineCamera (spawning a plain one if you did not
provide one; spawn your own to keep your post stack), plays the shots,
and at the end blends toward wherever your live camera is by then,
sampling it every frame. Control can return to the player while the
camera is still gliding.
Listen for SequenceStarted, MarkerReached { name, .. } (captions,
stingers), and SequenceFinished { reason } (story flags belong here,
never on markers). commands.skip_sequence() jumps to the end and takes
the normal blend home; stop_sequence() cuts hard.
Director's Cut (feature editor, opt-in)
Director's Cut is the docked, mouse-driven authoring surface. It uses the
same ViewfinderSession, evaluator, and .dir.ron assets as the runtime,
so there is no conversion or editor-only project format.
use *;
use *;
new
.add_plugins
.run;
Run the included stage with:
cargo run --example directors_cut --features editor
Press Backquote to possess the camera; Director's Cut opens automatically. Press Tab to switch between the editor cursor and camera piloting.
| Action | Control |
|---|---|
| Move a shot | Drag its body |
| Resize a shot | Drag its bright right edge |
| Retime a transform or lens key | Drag the diamond |
| Scrub | Click or drag the timeline |
| Edit camera values | Select a key; use the inspector for position, rotation, FOV/focal value, and time |
| Capture the current camera | Key button |
| Add a camera cut | Shot button |
| Preview | Play button or Space |
| Undo / redo | Ctrl+Z / Ctrl+Y |
| Open / save | Ctrl+O / Ctrl+S |
| Rename the sequence file | Click the pencil filename; Enter confirms and Escape cancels |
| Zoom timeline | zoom-out / zoom-in buttons in the toolbar |
New/Open/Save use assets/sequences/<sequence name>.dir.ron by default.
The filename field accepts either a plain name or the full .dir.ron
filename; the extension is added exactly once.
Set DirectorsCutConfig::sequence_path when a fixed path is preferable.
The editor feature is not enabled by default, keeping UI and picking out
of shipping builds unless requested.
Development vs shipping
Enabling a Cargo feature only makes its code available. A tool becomes active—and starts reading its shortcuts—only when its plugin is added to the app.
| Setup | What runs |
|---|---|
DirectorPlugin |
Sequence playback only. No authoring shortcuts or UI. |
(DirectorPlugin, ViewfinderPlugin) |
Playback plus the keyboard/mouse capture mode. Backquote opens the viewfinder. |
DirectorsCutPlugin |
The complete authoring setup: runtime, viewfinder, timeline UI, Bevy 0.19's infinite grid, and editor shortcuts. It installs the other required plugins automatically. |
For a game that authors cinematics during development but ships only the RON player, expose the editor through a game-specific feature:
[]
= ["bevy_director/editor"]
[]
= { = "0.2", = false }
Select the plugin at compile time:
app.add_plugins;
app.add_plugins;
Use the authoring build to create and save the asset:
cargo run --features director_editor
Then run or release the normal game without that feature:
cargo run
cargo build --release
The shipping build loads and plays the saved asset normally:
commands.play_sequence;
It contains no Director's Cut UI or editor shortcuts because
DirectorsCutPlugin is not installed. This also makes Director's Cut
usable as a temporary authoring tool whose only shipped output is the
.dir.ron sequence.
The editor's infinite grid appears only while the viewfinder is active. Disable it when the game already supplies an authoring grid:
app.insert_resource;
The spawned entity is marked with DirectorsCutGrid; you can despawn it
and add your own InfiniteGrid and InfiniteGridSettings when you need
custom colors, spacing, or fade distance.
The viewfinder (feature viewfinder, on by default)
The director's chair, no widgets: press Backquote in your running game.
| Key | Action |
|---|---|
| Backquote | Toggle the viewfinder (possesses the camera at the current view) |
| WASD + mouse | Fly and look |
| Q / E | Sink / rise |
| Wheel | Fly speed (Ctrl+Wheel: fov) |
| K | Capture the framing as a key at the playhead |
| [ / ] | Scrub (Shift: single frame) |
| P | Preview the working take |
| Delete | Remove the nearest key |
| Ctrl+S | Write assets/sequences/<name>.dir.ron (native only) |
Gizmos draw every shot's path, keys, aim rays, and the playhead ghost while the viewfinder is up.
The .dir.ron format
SequenceAsset(
name: "intro",
shots: [
Shot(
start: 0.0, duration: 8.0,
rig: Rail(
points: [(-2.0, 2.0, -6.0), (0.0, 2.2, 0.0), (2.0, 2.5, 6.0)],
constant_speed: true,
progress: ScalarTrack(keys: [
ScalarKey(time: 0.0, value: 0.0, ease: SmoothStep),
ScalarKey(time: 8.0, value: 1.0),
]),
),
look: At(target: Entity("gate"), damping: Some(8.0)),
lens: Lens(
fov: FocalLengthMm(track: ScalarTrack(keys: [ScalarKey(time: 0.0, value: 35.0)])),
focus: Some(Target(target: Entity("gate"))),
aperture_f_stops: Some(ScalarTrack(keys: [ScalarKey(time: 0.0, value: 2.0)])),
),
),
],
markers: [Marker(time: 1.0, name: "caption_one")],
blend_out: Some(Blend(secs: 1.5, ease: SmoothStep)),
)
Rules worth knowing: shot starts are absolute and sorted; a shot with no
blend_in cuts hard; during a blend the previous shot is sampled
clamped (extend it into the overlap for a moving crossfade); markers
fire only while playing across them (skips and seeks never retro-fire);
constant_speed rails cover equal distance in equal time via an
arc-length table, the piece Bevy itself does not ship.
Glossary for Unreal refugees
| Unreal Sequencer | bevy_director |
|---|---|
| Level Sequence asset | SequenceAsset (.dir.ron) |
| Sequencer (the editor) | Director's Cut (editor feature) |
| Camera Cuts track | the shot list itself |
| CineCameraActor | a CineCamera entity |
| Ease In/Out on a section | Blend (blend_in / blend_out) |
| Camera Rail rig | Rig::Rail |
| Crane / orbit rig | Rig::Orbit |
| Transform keyframes | Rig::Keys |
| Look-at Tracking | Look::At { target, damping } |
| Filmback | Filmback presets (Super35 default) |
| Focal Length | FovSpec::FocalLengthMm |
| Focus Settings | FocusTrack -> bevy DepthOfField |
| Event track | Marker -> MarkerReached |
| Play Rate | SequencePlayer::rate (negative plays backward) |
| Possess / Eject | the handoff and DirectorPhase::Handback |
| Pilot camera | viewfinder fly mode |
| Camera Shake | Shake (seeded, deterministic) |
Features
viewfinder(default): the in-game capture mode. Impliesgizmos.gizmos(default): path and key overlay drawing.editor(opt-in): Director's Cut dock, camera inspector, timeline, undo/redo, and open/save. Impliesviewfinder.
With both off, the crate is the data model, the evaluator, the RON loader, and the playback state machine: enough to ship cutscenes.
Compatibility
| bevy | bevy_director |
|---|---|
| 0.19 | 0.1–0.2 |
License
Dual-licensed under MIT or Apache-2.0, at your option.