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bevy_director: shots, sequences, and a camera you can direct.
An Unreal-Sequencer-shaped cinematic layer for Bevy: sequences are RON assets made of shots; shots are camera rigs with eased keys and a lens; playback hands off from your gameplay camera and glides back to it when the take ends. The viewfinder feature adds an in-game capture mode: fly, frame, press K.
This crate is the Bevy half. The document model and the evaluator —
what a sequence is, and what pose it produces at time t — live in
[cine], which has no engine underneath it and is re-exported here
([sequence], [eval], [curve]) so the paths never moved. What is
Bevy's, and only Bevy's, is everything about driving it: the asset
loader, the playback state machine, writing a pose onto a Camera
entity, the letterbox viewport, the title overlay, the viewfinder and
the editor. A host that renders its own frames wants cine alone.
Quickstart:
app.add_plugins(DirectorPlugin);
// gate your own camera-driving system:
// my_camera_system.run_if(bevy_director::gameplay_camera_free)
commands.play_sequence(asset_server.load("sequences/intro.dir.ron"));
While the director owns the frame, the game should also yield its
keyboard, mouse, and cursor grabbing: gate them with [director_idle],
or bridge DirectorState::phase into your
game's state machine. The README's "Integrating with a live game"
section walks through the full checklist.