bevy
Use when starting any Bevy task, choosing between Update and FixedUpdate, picking Cargo feature flags, or recalling which sibling skill covers ECS, assets, rendering, UI, or migration. Routes to the right Bevy 0.20 skill and pins the engine version for downstream snippets.
How do I install this agent skill?
npx skills add https://github.com/chrisgliddon/bevy-skills --skill bevyIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill is a router for Bevy game engine development tasks, providing version-specific documentation and linking to specialized sub-skills for the Bevy 0.20 ecosystem. It contains no malicious patterns or security risks.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Bevy 0.20 — Router
Read this first when working on a Bevy project. All sibling skills assume Bevy 0.20 (0.20.0 released 2026-10-08; current patch 0.20.1, requires rustc 1.97.1). If the user's Cargo.toml pins a different version, stop and confirm before applying patterns from this collection.
Smallest valid app
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera3d::default());
}
When to use which skill
| Task | Skill |
|---|---|
App / Plugin / Schedule basics, Update vs FixedUpdate, exclusive systems (&mut World anywhere in 0.20) | bevy-core-concepts |
#[derive(Component)], #[require(...)], observers (On<E>, On<Add<T>>), hooks (on_add/on_discard), storage | bevy-ecs-components |
Query, With/Without/Or, Changed/Added, par_iter, iter_many(..).matched(), query lenses | bevy-ecs-queries |
SystemParam, SystemSet, .run_if, ordering, .chain_weak(), remove_systems_in_set | bevy-ecs-systems |
Cargo.toml features: 2d/3d/ui, *_api, bevy_curve, compressed_image_saver*, WASM trim | bevy-cargo-features |
Upgrading from 0.19 — On<Add<T>>, PointerClick, Hovered/Pressed, WESL, set_if_different | bevy-migration-0-19-to-0-20 |
Upgrading from 0.18 — FontSource/FontSize, bevy_world_serialization, resources-as-components | bevy-migration-0-18-to-0-19 |
Upgrading from 0.17 — MessageReader, On, RenderTarget, GlobalAmbientLight | bevy-migration-0-17-to-0-18 |
AssetServer, Handle<T>, load_builder, hot-reload, WorldAssetRoot for glTF scenes | bevy-assets |
Writing an AssetLoader (Reader::seekable is required) | bevy-custom-assets |
| WASM build pipeline, WebGPU vs WebGL2 | bevy-wasm-webgpu |
Camera3d, Projection, RenderTarget component, Tonemapping::Linear, ScreenSpaceTransmission, FreeCamera, PanCamera | bevy-cameras |
StandardMaterial, MaterialPlugin<M>, AsBindGroup, WESL custom shaders, lighting, atmosphere | bevy-pbr-materials |
GPU particles (bevy_hanabi), Gaussian splats, flipbooks, custom VFX materials | bevy-vfx |
AnimationPlayer, AnimationGraph, AnimationTransitions, AnimationMask, AnimationEvent, easing curves | bevy-animation |
Recording a camera to MP4 or PNG sequences (bevy_capture) | bevy-capture |
Voxel meshing with block-mesh-rs, chunk pipeline, greedy quads | bevy-voxel-pipeline |
| RON block definitions, palette, KTX2 atlas baking | bevy-voxel-data |
Rebindable actions, entity Gamepads, hot-plug, deadzones, Steam Deck, input into FixedUpdate | bevy-input-actions |
AudioPlayer, PlaybackSettings, AudioSink, spatial listeners, mix groups, browser unlock | bevy-audio |
| Rapier bodies, colliders, fixed-step ordering, events, scene queries, joints, determinism | bevy-physics |
| Built-in vs external/headless rendering, forward vs deferred, render systems | bevy-rendering |
DiagnosticPath, DiagnosticsStore, info_span!, RenderDiagnosticsPlugin, CPU/GPU timings | bevy-diagnostics-profiling |
| Stable IDs, versioned save DTOs, atomic native/browser writes, snapshots | bevy-save-load |
Deterministic App::update stepping, TimeUpdateStrategy, MessageCursor, headless tests | bevy-testing |
| Screen readers, adaptive controllers, remapping, captions, contrast, motion safety | bevy-a11y |
| Voxel edit → remesh runtime: dirty/halo fan-out, revision tokens, bounded uploads | bevy-voxel-runtime |
es-fluent-manager-bevy i18n — FluentText<T>, BevyFluentText, LocaleChangeEvent, i18n.toml | bevy-fluent |
Node, ui_widgets::Button + Hovered/Pressed, children![], TextFont/FontSize, Val::Em, Node::border_radius, InputFocus | bevy-ui |
| Porting from Unity, Unreal, Godot, Phaser, Flash, Defold, Roblox, GameMaker | bevy-porting |
Detecting copy-paste / near-duplicate Rust code before committing (similarity-rs --cross-file) | similarity-rs |
Cardinal rules (every Bevy 0.20 task)
- Events are messages.
EventReader<E>/EventWriter<E>becameMessageReader<M>/MessageWriter<M>in 0.17. Observers useOn<E>, neverTrigger<E>. - Lifecycle observers carry the bundle on the event.
On<Add<Player>>, notOn<Add, Player>(changed in 0.20).ReplacebecameDiscardin 0.19. - Pointer events are flat.
On<PointerClick>,click.pointer.position; notOn<Pointer<Click>>(0.20). - UI interaction is
Hovered+Pressed.ui::Interactionandui::widgets::Buttonare deprecated in 0.20; spawnui_widgets::Button. - Text is
FontSource+FontSize.TextFont { font: handle.into(), font_size: FontSize::Px(24.0) }(0.19). Default size isFontSize::Rem(1.)(0.20). - Shaders are WESL.
.wesl,import a::b;,@if(DEF). naga_oil#import/#ifdeffail at asset load in 0.20. - Resources are components (0.19).
Res<T>still works, but one type cannot be bothComponentandResource. - Scenes: glTF spawns with
WorldAssetRootfrombevy_world_serialization;bevy_sceneis BSN (0.19). - No
.unwrap()in systems. Uselet ... else { return };or a real error path. - Schedule order is explicit. Ambiguities are ignored by default (
ScheduleBuildSettings::ambiguity_detectionisLogLevel::Ignore); opt intoLogLevel::Errorto catch them. Built-in sets use.chain_weak()in 0.20, so cross-set ordering through channels or atomics needs an explicit.after().
Gotchas
- Bevy's training-data footprint is dominated by 0.10–0.16 code. If a snippet feels obvious, check it against the three migration skills before trusting it.
bevy::prelude::*doesn't re-export everything.Hoveredisbevy::picking::hover::Hovered;Pressedis the markerbevy::ui::Pressed(query withHas<Pressed>);Tonemappingisbevy::core_pipeline::tonemapping::Tonemapping;ScreenSpaceTransmissionisbevy::pbr::ScreenSpaceTransmission.- The
bevycrate re-exports many subcrates (bevy_camera,bevy_light,bevy_material,bevy_extract,bevy_curve,bevy_shape,bevy_world_serialization,bevy_ui_widgets,bevy_feathers). Subcrate APIs are stable points to depend on for plugins. - Deprecations (
Interaction,set_if_neq,AssetId::invalid()) compile with warnings in 0.20 and will be removed later. Fix them now.
See also
bevy-migration-0-19-to-0-20— the latest catalogue of renames and breaks.bevy-cargo-features— what to put inCargo.tomlbefore any of the above will compile the way you want.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/chrisgliddon/bevy-skills/bevy">View bevy on skillZs</a>