Transforms and Coordinates

Relevant official examples: parenting.


First, a quick definition, if you are new to game development:

a Transform is what allows you to place an object in the game world. It is a combination of the object's "translation" (position/coordinates), "rotation", and "scale" (size adjustment).

You move objects around by modifying the translation, rotate them by modifying the rotation, and make them larger or smaller by modifying the scale.

Bevy's Coordinate System

Bevy uses the same coordinate system for 3D, 2D, and UI, for consistency.

It is easiest to explain in terms of 2D:

  • The X axis goes from left to right (+X points right).
  • The Y axis goes from bottom to top (+Y points up).
  • The Z axis goes from far to near (+Z points towards you, out of the screen).
  • For 2D, the origin (X=0.0; Y=0.0) is at the center of the screen by default.
    • For UI, the origin is at the bottom left corner.

When you are working with 2D sprites, you can put the background on Z=0.0, and place other sprites at increasing positive Z coordinates to layer them on top.

In 3D, the axes are oriented the same way.

This is a right-handed coordinate system.

It is the same as Godot, Maya, and OpenGL. Compared to Unity, the Z axis is inverted.

Note: In Bevy, the Y axis always points UP.

This may feel unintuitive when working with UI (as it is the opposite from web pages), or if you are used to working with 2D libraries where the Y axis points down.

Also beware of a common pitfall when working in 2D: the camera must be positioned at a far away Z coordinate (=999.9 by default), or you might not be able to see your sprites!

Bevy's Transforms

In Bevy, transforms are represented by two components: Transform and GlobalTransform. Any Entity that represents an object in the game world needs to have both.

Transform is what you typically work with. It is a struct containing the translation, rotation, and scale. To read or manipulate these values, access them from your systems using a query.

If the entity has a parent, the Transform component is relative to the parent. This means that the child object will move/rotate/scale along with the parent.

GlobalTransform represents the absolute global position in the world. If the entity does not have a parent, then this will have the same value as the Transform. The value of GlobalTransform is calculated/managed internally by Bevy. You should treat it as read-only; do not mutate it.

Beware: The two components are synchronized by a bevy-internal system (the "transform propagation system"), which runs in the PostUpdate stage. This is somewhat finnicky and can result in tricky pitfalls if you are trying to do advanced things that rely on both the relative/local and the absolute/global transforms of entities. When you mutate the Transform, the GlobalTransform is not updated immediately. They will be out-of-sync until the transform propagation system runs.