bevy-ecs Checked
Installation
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⬇ Download v1.0.0 · 9 KBNot live-tested yet — this skill is rated on static analysis only.
About this skill
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.
Bevy ECS
Structure a Bevy game in Rust around the Entity Component System: the App and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. New examples target **Bevy 0.20**. If the project
already pins another release, keep that release and use its matching migration guide.
Documentation
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.
Bevy ECS
Structure a Bevy game in Rust around the Entity Component System: the App and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. New examples target **Bevy 0.20**. If the project
already pins another release, keep that release and use its matching migration guide.
When to use
- Use when wiring a Bevy
App, definingComponent/Resourcetypes, writing
systems that query entities, ordering/filtering systems, or fixing
borrow-conflict panics and frame-dependent movement.
- Use when
Cargo.tomldepends onbevyand code callsApp::new(),
add_systems, Query, or Commands.
**When *not* to use:** this is the ECS core. Deep rendering, custom shaders/
pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or
procedural algorithms, pair with game-ai / procedural-gen.
Core workflow
1. **Detect and pin the version.** Read Cargo.toml and Cargo.lock first. For a
new project use bevy = "0.20"; never silently migrate an existing project
across a Bevy minor release. Treat the matching docs and migration guides as truth.
2. **Build the App.** App::new().add_plugins(DefaultPlugins) gives windowing,
input, rendering, time, etc. Register systems into schedules: Startup (once)
and Update (every frame).
3. **Model data as components, globals as resources.** #[derive(Component)] for
per-entity data; #[derive(Resource)] for one-of-a-kind data (score, settings,
the Time clock). Since 0.19 Resource extends Component and each resource is
stored on its own entity, so do not derive both.
4. **Write systems as plain functions.** Parameters declare data access: Query<...>
for entities, Res<T>/ResMut<T> for resources, Commands for deferred
spawn/despawn. Systems run in parallel when their accesses don't conflict.
5. **Drive motion by time.delta_secs()** so speed is frame-rate independent.
6. **Order only what must be ordered** with .chain() or explicit constraints;
gate systems with run_if. Group related setup into Plugins. Build with
cargo run and read the panics — Bevy reports conflicting queries at startup.
Patterns
### 1. Cargo.toml + minimal App
# Cargo.toml — pin the version; the API differs across minor releases.
[dependencies]
bevy = "0.20"
// main.rs
use bevy::prelude::*;
View full documentation
fn main() {
App::new()
.add_plugins(DefaultPlugins) // window, input, render, time, ...
.add_systems(Startup, setup) // runs once at startup
.add_systems(Update, move_players) // runs every frame
.run();
}
### 2. Components, resources, and spawning
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Velocity(Vec2);
#[derive(Resource)]
struct Score(u32);
fn setup(mut commands: Commands) {
commands.insert_resource(Score(0));
// Camera2d is a component with required components (bundles removed in 0.16);
// spawning it pulls in Transform, Camera, etc. automatically.
commands.spawn(Camera2d);
// Spawn an entity as a tuple of components.
commands.spawn((
Player,
Velocity(Vec2::new(150.0, 0.0)),
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
### 3. A system with a query + the Time resource
// Iterate every entity that has BOTH Velocity and Transform; mutate Transform.
fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
for (velocity, mut transform) in &mut query {
// delta_secs() is f32 seconds (renamed from delta_seconds() in 0.16).
transform.translation += velocity.0.extend(0.0) * time.delta_secs();
}
}
### 4. Query filters (With / Without / Changed)
// Only entities tagged Player (the Player component itself isn't read).
fn aim_player(mut q: Query<&mut Transform, With<Player>>) { /* ... */ }
// Disjoint two mutable Transform queries so they don't conflict at runtime.
fn separate(
mut players: Query<&mut Transform, With<Player>>,
mut enemies: Query<&mut Transform, Without<Player>>,
) { /* ... */ }
// React only when Health changed since last run (change detection).
fn on_health_change(q: Query<&Health, Changed<Health>>) {
for health in &q { /* update the HUD, etc. */ }
}
### 5. Resources: read and write
fn add_points(mut score: ResMut<Score>) {
score.0 += 10; // ResMut = write access
}
fn show_score(score: Res<Score>) {
info!("score: {}", score.0); // Res = read access
}
### 6. Ordering, run conditions, and plugins
fn main() {
App::new()
.add_plugins((DefaultPlugins, GameplayPlugin))
// .chain() forces order: damage resolves before death is checked.
.add_systems(Update, (apply_damage, check_deaths).chain())
// run_if gates a system on a condition each frame.
.add_systems(Update, spawn_wave.run_if(wave_timer_finished))
.run();
}
struct GameplayPlugin;
impl Plugin for GameplayPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Score(0))
.add_systems(Startup, setup)
.add_systems(Update, (move_players, add_points));
}
}
## Pitfalls
- **`delta_seconds()` not found** → it was renamed to `time.delta_secs()` (and
`elapsed_secs()`) in 0.16. Using the old name fails to compile.
- **Movement speed scales with frame rate** → multiply per-frame changes by
`time.delta_secs()`. Never assume a fixed frame time.
- **Panic `error[B0001]`: "... accesses component(s) Transform in a way that conflicts
with a previous system parameter"** → two `Query`s in one system both write the same
component, or one reads while another writes overlapping entities. Make them disjoint
with `With`/`Without`, or use `ParamSet`.
- **`Camera2dBundle`/`SpriteBundle` not found** → bundles were deprecated in 0.15 and
removed in 0.16.
Spawn the components directly (`Camera2d`, `Sprite`, `Transform`); required
components fill in the rest.
- **"trait `Component` is not implemented"** → you forgot `#[derive(Component)]`
(or `#[derive(Resource)]` for a resource).
- **Spawned entity not visible to a later query in the same frame** → `Commands` are
deferred and applied at the next sync point. Read the entity in a subsequent system,
not the one that spawned it.
- **System order assumed but not enforced** → systems run in parallel by default.
If `B` must follow `A`, add `(A, B).chain()` or an explicit ordering constraint.
To find order dependencies that only work by accident, shuffle the schedule in tests
with `ScheduleBuildSettings::shuffle_seed` (0.20, `debug` feature; see the reference).
- **"conflicting implementations of trait `Component`" after deriving both `Resource`
and `Component`** → since 0.19 `Resource` extends `Component`; derive `Resource` alone.
- **"Despawn everything" panics, or `Query<EntityMut>` next to a `Res<T>` panics with
`error[B0002]`** → since 0.19 every resource lives on an entity tagged `IsResource`,
so `Query<Entity>`/`EntityRef`/`EntityMut` match those entities too. Query your own
marker component, or add `Without<IsResource>` (`use bevy::ecs::resource::IsResource`).
- **`On<Add, Player>` fails with "struct takes 1 generic argument but 2 generic
arguments were supplied"** → 0.20 moved the component into the lifecycle event:
write `On<Add<Player>>` (likewise `Insert<T>`, `Discard<T>`, `Remove<T>`, `Despawn<T>`).
- **`OnExit`/`OnEnter` run again when "switching" to the current state** →
`NextState::set` always runs the transition schedules. Use `set_if_different` to skip
same-state transitions (renamed from `set_if_neq` in 0.20; calling `set_if_neq` on a
`ResMut<NextState<_>>` picks up the unrelated change-detection method and fails with
"can't compare `NextState`").
- **"`text` does not live long enough" from `Name::new(text.as_str())`** → since 0.20
`Name` takes a `&'
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
