bevy_director
Camera director, shots, sequences: an Unreal-Sequencer-inspired 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.
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 |
| Freeze or resume the game world | Freeze button (pauses Time<Virtual>) |
| 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.
Integrating with a live game
The editor runs inside your game, over the live scene. That is the point: you frame shots against real lighting, real actors, real physics. It also means the game still sees the same keyboard and mouse while you direct. Anything you do not gate will fight the editor: the character walks away while you fly the camera on WASD, or a click-to-grab-cursor handler locks the pointer mid-drag and the timeline scrub sticks.
The crate tells you when to stand down. DirectorState.phase says who
owns the frame, and three run conditions wrap the common cases:
| Condition | True when | Gate with it |
|---|---|---|
gameplay_camera_free |
Idle or Handback |
your camera-driving system |
director_idle |
Idle only |
gameplay input, cursor grabbing, click-to-act handlers |
director_active |
anything but Idle |
editor-only helpers |
The prerequisites, in order of pain avoided:
-
Yield the camera. Run your camera rig under
gameplay_camera_free, as in the quickstart. -
Yield the keyboard and mouse. While the director is not
Idle, stop reading gameplay input. Per-systemrun_if(director_idle)works; if your game has a state machine, one bridge system is cleaner because every state-gated system and input context follows automatically: -
Leave the cursor alone. The viewfinder manages the cursor itself: locked while piloting, free while the editor cursor is up, and your previous grab state is restored on eject. A gameplay system that re-locks the cursor on click breaks timeline dragging; gate it like the rest of the input.
-
Drive gameplay off the default clock. The Freeze button pauses
Time<Virtual>, so actors hold still while you frame a shot. Systems that readTime<Real>ignore the freeze. The editor itself runs on real time, so flying, scrubbing, and previewing keep working in a frozen world; ejecting resumes the clock if the editor paused it. A physics engine with its own clock (avian'sTime<Physics>, for example) needs a small mirror system that pauses it wheneverTime<Virtual>is paused.
Key bindings that overlap are harmless once input is gated: the
editor's pilot/editor toggle defaults to Tab, and if your game also
binds Tab, the two never see it at the same time. Rebind via
DirectorsCutConfig::toggle if you want a different key.
DirectorsCutState is a public resource; open tells you whether the
dock is up if you want to gate anything the run conditions do not
cover.
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"]
[]
= { = "0.3", = 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.
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.
.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 users
| 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 | 0.1–0.3 |
License
Dual-licensed under MIT or Apache-2.0, at your option.