When to use this skill
- Spawning the main game camera.
- Rendering to a texture (mini-map, portal, post-process target).
- Wanting a drop-in free-look or pan controller without writing your own.
- Configuring multiple cameras with different
orderfor overlays. - Setting ambient brightness on a per-camera basis.
- Building a third-person pivot/boom camera with fixed-pose interpolation and Rapier obstruction casts.
Canonical pattern
FreeCamera/PanCamera are gated behind Cargo features. In Cargo.toml:
bevy = { version = "0.19", features = ["free_camera", "pan_camera"] }
use bevy::asset::RenderAssetUsages;
use bevy::camera::RenderTarget;
use bevy::camera_controller::free_camera::{FreeCamera, FreeCameraPlugin};
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(FreeCameraPlugin) // adds the input wiring
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
// 1. Main camera with the built-in free-look controller.
commands.spawn((
Camera3d::default(),
FreeCamera::default(),
Transform::from_xyz(0.0, 4.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// 2. A texture target for an off-screen render pass (mini-map, portal).
let size = bevy::render::render_resource::Extent3d {
width: 512,
height: 512,
depth_or_array_layers: 1,
};
let mut image = Image::new_fill(
size,
bevy::render::render_resource::TextureDimension::D2,
&[0; 4],
bevy::render::render_resource::TextureFormat::Bgra8UnormSrgb,
RenderAssetUsages::default(),
);
image.texture_descriptor.usage =
bevy::render::render_resource::TextureUsages::TEXTURE_BINDING
| bevy::render::render_resource::TextureUsages::COPY_DST
| bevy::render::render_resource::TextureUsages::RENDER_ATTACHMENT;
let image_handle = images.add(image);
// 3. A second camera that draws into the texture.
// RenderTarget is now a *separate* component, not Camera.target.
commands.spawn((
Camera3d::default(),
Camera { order: -1, ..default() }, // -1 = render before the main camera
RenderTarget::Image(image_handle.into()),
Transform::from_xyz(10.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
Choosing a projection
use bevy::prelude::*;
use bevy::camera::Projection;
# fn _proj(mut commands: Commands) {
// Default perspective (45° vertical FOV).
commands.spawn((Camera3d::default(), Projection::default()));
// Orthographic for top-down or strategy views.
commands.spawn((
Camera3d::default(),
Projection::Orthographic(OrthographicProjection {
scale: 10.0,
..OrthographicProjection::default_3d()
}),
));
# }
Ambient light: world default vs per-camera
use bevy::prelude::*;
use bevy::light::GlobalAmbientLight;
# fn _amb(app: &mut App, mut commands: Commands) {
// World default — applies everywhere unless a camera overrides.
app.insert_resource(GlobalAmbientLight {
brightness: 200.0,
..default()
});
// Per-camera override (`AmbientLight` is a Component).
commands.spawn((Camera3d::default(), AmbientLight { brightness: 1000.0, ..default() }));
# }
Bevy 0.19 gotchas
RenderTargetis a separate component.Camera { target: ... }is an old shape. SpawnRenderTargetalongsideCamera3d/Camera.AmbientLightis no longer aResource. It's a per-camera component. The world default lives in theGlobalAmbientLightresource.ImageRenderTarget::scale_factorisf32(used to be wrapped inFloatOrd).- Camera
orderis signed. Lower values render first. Useorder: -1for off-screen passes you'll sample in the main pass. FreeCamera/PanCameraneed their plugin and Cargo feature. Addfeatures = ["free_camera", "pan_camera"]; spawning only the component does not install its input systems.- Imports:
bevy::camera::RenderTarget,bevy::camera_controller::{free_camera::*, pan_camera::*},bevy::light::GlobalAmbientLight. None are in the prelude.
See also
- Third-person orbit camera — pivot/boom separation, pitch limits, smoothing, fixed interpolation, sphere casts, hysteresis, and actor fade.
bevy-rendering— renderer choice, forward/deferred, and render systems.bevy-input-actions— rebindable camera/aim input and correct mouse-delta transfer.bevy-physics— Rapier scene-query setup and filtering.bevy-pbr-materials— lighting and camera-visible materials.bevy-a11y— FOV, shake, motion, and viewport accessibility.