Skip to content

Instantly share code, notes, and snippets.

@ForwardFeed
Created May 27, 2026 19:52
Show Gist options
  • Select an option

  • Save ForwardFeed/7c2b77097a80915c421ed85adc064358 to your computer and use it in GitHub Desktop.

Select an option

Save ForwardFeed/7c2b77097a80915c421ed85adc064358 to your computer and use it in GitHub Desktop.
Bevy Pixel Perfect Picking example fix
use bevy::{
asset::uuid::Uuid, camera::{
NormalizedRenderTarget, RenderTarget, visibility::RenderLayers
}, color::palettes::css::GRAY, ecs::message::MessageCursor, picking::{
PickingSystems, pointer::{Location, PointerId, PointerInput}
}, prelude::*, render::render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
}, window::{PrimaryWindow, WindowResized}
};
const RATIO_X: u32 = 16;
const RATIO_Y: u32 = 9;
const RATIO_MULTIPLICATOR: u32 = 10;
const RES_WIDTH: u32 = RATIO_X * RATIO_MULTIPLICATOR;
const RES_HEIGHT: u32 = RATIO_Y * RATIO_MULTIPLICATOR;
/// Default render layers for pixel-perfect rendering.
/// You can skip adding this component, as this is the default.
const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
/// Render layers for high-resolution rendering.
const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
.add_systems(Update, (rotate, fit_canvas))
.add_plugins(MeshPickingPlugin)
.add_plugins(VirtualPointerForLowResCamera)
.run();
}
/// Low-resolution texture that contains the pixel-perfect world.
/// Canvas itself is rendered to the high-resolution world.
#[derive(Component)]
struct Canvas;
/// Camera that renders the pixel-perfect world to the [`Canvas`].
#[derive(Component)]
pub struct InGameCamera;
/// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen.
#[derive(Component)]
struct OuterCamera;
#[derive(Component)]
struct Rotate;
fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
// The sample sprite that will be rendered to the pixel-perfect canvas
commands.spawn((
Sprite::from_image(asset_server.load("pixel/bevy_pixel_dark.png")),
Transform::from_xyz(-45., 20., 2.),
Rotate,
Pickable::default(),
PIXEL_PERFECT_LAYERS,
)).observe(trigger_debug_text::<Pointer<Over>>("Dark".to_string()));
// The sample sprite that will be rendered to the high-res "outer world"
commands.spawn((
Sprite::from_image(asset_server.load("pixel/bevy_pixel_light.png")),
Transform::from_xyz(-45., -20., 2.),
Rotate,
Pickable::default(),
HIGH_RES_LAYERS,
)).observe(trigger_debug_text::<Pointer<Over>>("Light".to_string()));
}
/// Spawns a capsule mesh on the pixel-perfect layer.
fn setup_mesh(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
Mesh2d(meshes.add(Capsule2d::default())),
MeshMaterial2d(materials.add(Color::BLACK)),
Transform::from_xyz(25., 0., 2.).with_scale(Vec3::splat(32.)),
Rotate,
PIXEL_PERFECT_LAYERS,
)).observe(trigger_debug_text::<Pointer<Over>>("Capsule".to_string()));
}
fn trigger_debug_text<E: EntityEvent>(
text: String
)-> impl Fn(On<E>){
move |_event|{
println!("{}", text);
}
}
fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let canvas_size = Extent3d {
width: RES_WIDTH,
height: RES_HEIGHT,
..default()
};
// This Image serves as a canvas representing the low-resolution game screen
let mut canvas = Image {
texture_descriptor: TextureDescriptor {
label: None,
size: canvas_size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// Fill image.data with zeroes
canvas.resize(canvas_size);
let image_handle = images.add(canvas);
// This camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
commands.spawn((
Camera2d,
Camera {
// Render before the "main pass" camera
order: -1,
clear_color: ClearColorConfig::Custom(GRAY.into()),
..default()
},
RenderTarget::Image(image_handle.clone().into()),
Msaa::Off,
InGameCamera,
Transform::from_xyz(0., 0., 0.),
PIXEL_PERFECT_LAYERS,
));
// Spawn the canvas
commands.spawn((Sprite::from_image(image_handle), Canvas, HIGH_RES_LAYERS));
// The "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
// here, the canvas and one of the sample sprites will be rendered by this camera
commands.spawn((
Camera2d, Msaa::Off,
OuterCamera,
HIGH_RES_LAYERS,
Transform::from_xyz(0., 0., 0.0),
));
}
/// Rotates entities to demonstrate grid snapping.
fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
for mut transform in &mut transforms {
let dt = time.delta_secs();
transform.rotate_z(dt);
}
}
/// Scales camera projection to fit the window (integer multiples only).
fn fit_canvas(
mut resize_messages: MessageReader<WindowResized>,
mut projection: Single<&mut Projection, With<OuterCamera>>,
) {
let Projection::Orthographic(projection) = &mut **projection else {
return;
};
for window_resized in resize_messages.read() {
let h_scale = window_resized.width / RES_WIDTH as f32;
let v_scale = window_resized.height / RES_HEIGHT as f32;
projection.scale = 1. / h_scale.min(v_scale).round();
}
}
#[derive(Component)]
struct VirtPointerMarker;
pub struct VirtualPointerForLowResCamera;
impl Plugin for VirtualPointerForLowResCamera {
fn build(&self, app: &mut App){
app
.add_systems(Startup, create_virtual_pointer)
.add_systems(First, virtual_pointer_manipulation.after(PickingSystems::Input))
;
}
}
fn create_virtual_pointer(
mut commands: Commands,
){
commands.spawn((
PointerId::Custom(Uuid::new_v4()),
VirtPointerMarker
));
}
fn pointer_to_lowres_coords(position: Vec2, window_dimentions: Vec2) -> Option<Vec2>{
let x = position.x;
let y = position.y;
let x_max = window_dimentions.x;
let y_max = window_dimentions.y;
let x_ratio = x_max / RES_WIDTH as f32;
let y_ratio = y_max / RES_HEIGHT as f32;
let min_ratio = x_ratio.min(y_ratio);
let fit_ratio = min_ratio.round();
let x_void_ratio = x_ratio - fit_ratio;
let y_void_ratio = y_ratio - fit_ratio;
let x_void = x_void_ratio * RES_WIDTH as f32;
let y_void = y_void_ratio * RES_HEIGHT as f32;
let x_min = x_void / 2.;
let y_min = y_void / 2.;
if x < x_min || x > x_max - x_min{
None
}
else if y < y_min || y > y_max - y_min{
None
} else {
let x_relative = x - x_min;
let y_relative = y - y_min;
Some(
Vec2 {
x: x_relative * (1. / fit_ratio),
y: y_relative * (1. / fit_ratio)
}
)
}
}
fn virtual_pointer_manipulation(
mut local_message_reader: Local<MessageCursor<PointerInput>>,
mut messages: ResMut<Messages<PointerInput>>,
virt_pointer: Single<&PointerId, With<VirtPointerMarker>>,
custom_target: Single<&RenderTarget, With<InGameCamera>>,
window: Single<&Window, With<PrimaryWindow>>,
){
let image_render_target = match *custom_target {
RenderTarget::Image(image) => image,
_ => return
};
let mut to_send = vec![];
for msg in local_message_reader.read(&messages){
if msg.pointer_id == **virt_pointer{
continue;
}
let position = match pointer_to_lowres_coords(
msg.location.position,
Vec2 { x: window.width(), y: window.height() },
)
{
Some(x) =>x,
None => continue,
};
let target = NormalizedRenderTarget::Image(image_render_target.clone());
to_send.push(PointerInput{
action: msg.action,
location: Location{
target,
position
},
pointer_id: virt_pointer.clone(),
});
}
for msg in to_send {
messages.write(msg);
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment