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, and drives that
same camera in place for the take — your clear color, tonemapping,
bloom, skybox, and the rest of the post stack never leave the frame,
because no camera swap happens. At the end it glides back to the pose it
took over and hands everything back: transform, projection, viewport,
and any depth-of-field or exposure the camera already had.
Spawn your own CineCamera entity when you want a dedicated cinematic
camera instead — a separate post stack, or a gameplay camera that is
parented to a rig (directed poses are world space and would fight the
parent). The director then adopts it and swaps is_active across the
handoff, blending home toward wherever your live camera has got to,
sampled every frame. Control can return to the player while the camera
is still gliding.
Listen for SequenceStarted, MarkerReached { name, .. } (cues,
stingers; on-screen text has its own track now), 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 (the key lands in the shot under the playhead) |
| Auto-key | Auto button — while piloting (Tab), moving the camera keys the shot under the playhead automatically |
| Add a camera cut | Shot button |
| Add a text block at the playhead | Text button |
| Move / resize a text block | Drag its body / its bright right edge |
| Edit a text block | Select it; the inspector has start, duration, fades, size, and anchor; click the content to type, Enter confirms |
| Shake a shot | Select it; the inspector's SHAKE section toggles handheld on and sets amplitude, frequency, position, seed, fov wobble, focus hunt, and a build/fade ramp |
| Vignette, distortion, aberration, motion blur, grading | Select the shot; the FX section. Every value previews live while scrubbing |
| Focus, aperture, exposure, depth of field | Select the shot; the LENS section |
| Swap keyframed / held, ease a mount | Select the shot; the Rig row cycles, and a held shot gains Mount ease |
| Type an exact value | Click the number on any value row; Enter confirms, Escape cancels |
| Preview | Play button or Space |
| Freeze or resume the game world | Freeze button (pauses Time<Virtual>) |
| Undo / redo | Ctrl+Z / Ctrl+Y |
| Open a sequence | Open button or Ctrl+O lists the folder's .dir.ron files; click one to load it; Escape closes |
| Save | 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 |
Every numeric row takes a typed value as well as the -/+ nudges: click the number, type it, press Enter. Typed values go through the same clamps the buttons use, so typing cannot reach anywhere stepping could not, and angles read in degrees the way the row shows them. Rows that cycle a word rather than a number (Rig, Focus, DoF, Ramp, Anchor) step only.
The inspector scrolls once a shot has more to say than the column is tall. Shot FX are constant over the shot — keyed curves for those channels are still authored in RON — and stepping a value down to nothing clears it: an effect dialed to zero and an absent one render the same, so the field leaves the file entirely.
New/Open/Save use assets/sequences/<sequence name>.dir.ron by default.
The Open panel lists that folder; loading a file also renames the
working take after it, so a following Ctrl+S writes back to the same
file. 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 Open panel then lists that file's folder instead.
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. That condition stays true throughHandbackso your rig is somewhere real to glide to — which is what a dedicatedCineCamerawants. When the director is borrowing your camera there is nothing to chase (it glides back to the pose it took over), so gate the rig ondirector_idleinstead and it will not fight the blend. -
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"]
[]
# default-features = false drops the viewfinder key and the gizmos too;
# keep "titles" so the shipped build still draws the sequence's text.
= { = "0.5", = false, = [
"titles",
] }
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). Rebind with ViewfinderConfig::toggle, or set it to None so no key opens it |
| 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 (into the shot under it) |
| (auto-key) | On by default: flying or Ctrl+wheel writes the key at the playhead without pressing K; set ViewfinderConfig::auto_key = false to opt out |
| [ / ] | 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)])),
// Filmic extras, all optional and all put back after.
vignette: Some(ScalarTrack(keys: [ScalarKey(time: 0.0, value: 0.4)])),
aberration: Some(ScalarTrack(keys: [ScalarKey(time: 0.0, value: 0.02)])),
motion_blur: Some(MotionBlurSpec(shutter_angle: 0.5, samples: 2)),
grading: Some(GradeTrack(
temperature: Some(ScalarTrack(keys: [ScalarKey(time: 0.0, value: 0.2)])),
)),
),
),
Shot(
// Cut to a CineCamera the level already placed.
start: 8.0, duration: 4.0,
camera: Some("crane"),
rig: Keys(keys: [Key(time: 0.0, pos: (6.0, 3.0, 2.0))]),
look: At(target: Entity("gate")),
),
],
markers: [Marker(time: 1.0, name: "stinger_one")],
texts: [
TextBlock(
start: 1.0, duration: 3.0,
text: "THE GATE",
anchor: Center,
fade_in: 0.5, fade_out: 0.5,
),
],
actors: [
ActorTrack(
target: Entity("hero"),
cues: [
ActorCue(start: 0.0, duration: 6.0, anim: "sleeping", fade_out: 0.4),
ActorCue(start: 6.0, duration: 3.0, anim: "wake_up", fade_in: 0.4),
],
),
],
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);
text blocks are the opposite — level-triggered, so whatever the playhead
sits inside is visible at the fade-resolved alpha, and they may overlap
each other and span camera cuts (their window is half-open, and anything
past the last shot's end never shows because playback stops there);
actor cues follow the same level-triggered rule as text blocks;
constant_speed rails cover equal distance in equal time via an
arc-length table, the piece Bevy itself does not ship.
Text overlays
Text blocks carry a duration, fades, an anchor (Center for title cards,
LowerThird for subtitles, TopCenter for location stamps), and a style
(size, color, shadow, optional background box). The core crate always
parses and evaluates them: every frame, the ActiveTexts resource holds
the blocks visible right now with their fade alphas, which is the whole
contract for rendering captions with your own UI (localization included:
treat text as a key and look it up when you draw).
The titles feature — on by default — adds the built-in renderer,
TitlesPlugin: bevy_ui text on the directed camera with the fades
applied for you. DirectorPlugin installs it, so text a sequence
carries renders in the game with no further wiring and no editor;
DirectorsCutPlugin inherits the same renderer, so the TEXT lane
previews exactly what ships. Because the overlay targets the directed
camera, layout happens inside its viewport, so anchors respect the
letterbox crop with no extra work. It enables Bevy's default_font so
text renders out of the box; set TitlesConfig::font to ship your own
face (if you assemble Bevy features by hand and text is invisible, the
missing default font is why).
To render captions yourself instead, take the crate with
default-features = false and read ActiveTexts — the evaluation still
runs. Markers remain the right tool for cues and stingers; captions
belong to text blocks.
Actor tracks
A sequence can drive more than the camera. An actors: track aims named
animation cues at world entities — the classic opening where the camera
pushes in on a sleeping character, she plays a wake-up animation, and
control returns to the player once the take hands back.
The crate stays out of your animation setup entirely. It never touches an
AnimationPlayer; instead, every frame it publishes the ActiveActorCues
resource — the cues the playhead is inside right now, each with its
target name, blend weight, cue-local time, and a stable
(track, cue_index) identity. Your game reads it and does the playing:
Because it is level-triggered, a skip or a scrub simply changes which
cues are reported; when a take ends (or is skipped or stopped) the
resource empties, which is your signal to return the actor to gameplay
control. TargetRef::Point is reported as authored but never names a
performer — match on Entity. Fade in/out shape cue.weight for games
that blend by weight; cue.cue.speed is a playback-rate hint. Author
cues by hand in the .dir.ron file or on the Director's Cut ACTORS lane
(drag to move/resize, inspector rows for timing and speed, inline edits
for the anim name and target); the viewfinder previews them live as you
scrub, so a game binding the cues sees the character perform in editor.
Multi-camera cuts
Cut-based coverage, the way a cutscene in a Resident Evil-shaped game is built: place the cameras in the level, then cut between them.
commands.spawn;
A shot naming that camera (camera: Some("crane"), or .camera("crane")
in code) takes the frame for its span. The take's playback stays on its
anchor camera — the one it borrowed or adopted at the start — so
DirectorState::camera is whichever camera is on air right now and
anchor is where the playhead lives. Titles and the letterbox follow the
cut, and every camera a take visited is put back the way it was found
when the take ends.
Cuts are hard. A blend_in authored across a camera change would be
mixing poses meant for two different cameras, so it is ignored and said
so at bake time; likewise a take that ends while cut away hands back
without a glide. Cross-camera dissolves need render-target compositing
and are not here yet.
Listen for SequenceCut { from, to, shot } to land a stinger or a rumble
on the cut. Naming a camera no entity carries holds the current one
rather than cutting to black. cargo run --example multicam runs the
whole thing.
Held cameras
A cut target does not have to be driven at all. Rig::Held keeps the
camera's own pose and fov — the director cuts to it, shakes it, and
pulls its focus, nothing more. Because directed poses land on the local
Transform, a held camera parented to a moving entity rides its mount:
// Spawned as a child of the bike:
bike.spawn;
// In the sequence — the mirror shot, shaking with the ride:
let mut shot = held.mount_damping.camera;
shot.shake = Some;
A rigid mount inherits every jolt, which on anything that leans is too
much. mount_damping softens it: the camera keeps its mount point but
its aim lags the mount's rotation, the way a gimbal does. Higher is
tighter; leave it off to weld the camera down. Position is never damped —
a filter on it would trail the mount at any steady speed.
Shake itself can do more than constant handheld: ramp keys a 0..1
multiplier over the shot, fov_amplitude_deg makes the zoom breathe,
and focus_amplitude makes a focus track hunt — the erratic snap-zoom
look. Low frequencies read as an operator hunting the frame; high ones
read as buzz. All of it is seeded and deterministic, so scrubs and
replays are identical.
Shaking a zoom. Amplitude is in degrees, and a long lens sees a much
smaller slice of the world, so the same shake covers far more of the
frame as you push in — on Super35, 0.8 deg is about 2% of frame height
at 24mm and 15% at 200mm. A shake that looks like handheld at the wide
end is a seizure at the long end. Ramp it down as the lens gets long:
bike_intro's vista shot blooms to full while the zoom is still wide,
then decays to 0.07 by 200mm, which holds the apparent movement between
roughly 5% and 1% of the frame across the whole move.
cargo run --example bike_intro plays the whole storyboard: tracking
pan, mirror cam, and a 24mm→200mm vista zoom with building shake.
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, with shot.camera naming the cut |
| CineCameraActor | a CineCamera entity, found by its Name |
| 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 |
| Text / subtitle track | TextBlock (texts:), rendered by the titles feature |
| Skeletal / animation track | ActorTrack (actors:) -> ActiveActorCues, played by your game |
| Play Rate | SequencePlayer::rate (negative plays backward) |
| Possess / Eject | the handoff and DirectorPhase::Handback |
| Pilot camera | viewfinder fly mode |
| Camera Shake | Shake (seeded, deterministic; keyed ramp, fov and focus wobble) |
Features
viewfinder(default): the in-game capture mode. Impliesgizmos.gizmos(default): path and key overlay drawing.titles(default): the built-in text overlay renderer (TitlesPlugin), installed byDirectorPluginitself so a sequence's text shows up in a plain game build. Pulls bevy_ui/bevy_text and the default font; turn it off withdefault-features = falseif you draw captions fromActiveTextsyourself. The text data model andActiveTextsevaluation are in the core crate regardless.editor(opt-in): Director's Cut dock, camera inspector, timeline, undo/redo, and the Open panel. Impliesviewfinderandtitles.
With everything 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 | 0.1–0.4 |
License
Dual-licensed under MIT or Apache-2.0, at your option.