bevy-ecs
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.
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npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill bevy-ecsIs this agent skill safe to install?
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The skill provides guidance for Bevy ECS game development in Rust. It facilitates analyzing and modifying project files, which introduces a low risk of indirect prompt injection from malicious code in those files.
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What does this agent skill do?
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, orCommands.
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
- Detect and pin the version. Read
Cargo.tomlandCargo.lockfirst. For a new project usebevy = "0.20"; never silently migrate an existing project across a Bevy minor release. Treat the matching docs and migration guides as truth. - Build the
App.App::new().add_plugins(DefaultPlugins)gives windowing, input, rendering, time, etc. Register systems into schedules:Startup(once) andUpdate(every frame). - Model data as components, globals as resources.
#[derive(Component)]for per-entity data;#[derive(Resource)]for one-of-a-kind data (score, settings, theTimeclock). Since 0.19ResourceextendsComponentand each resource is stored on its own entity, so do not derive both. - Write systems as plain functions. Parameters declare data access:
Query<...>for entities,Res<T>/ResMut<T>for resources,Commandsfor deferred spawn/despawn. Systems run in parallel when their accesses don't conflict. - Drive motion by
time.delta_secs()so speed is frame-rate independent. - Order only what must be ordered with
.chain()or explicit constraints; gate systems withrun_if. Group related setup intoPlugins. Build withcargo runand 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::*;
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 totime.delta_secs()(andelapsed_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" → twoQuerys in one system both write the same component, or one reads while another writes overlapping entities. Make them disjoint withWith/Without, or useParamSet. Camera2dBundle/SpriteBundlenot 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
Componentis not implemented" → you forgot#[derive(Component)](or#[derive(Resource)]for a resource). - Spawned entity not visible to a later query in the same frame →
Commandsare 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
Bmust followA, add(A, B).chain()or an explicit ordering constraint. To find order dependencies that only work by accident, shuffle the schedule in tests withScheduleBuildSettings::shuffle_seed(0.20,debugfeature; see the reference). - "conflicting implementations of trait
Component" after deriving bothResourceandComponent→ since 0.19ResourceextendsComponent; deriveResourcealone. - "Despawn everything" panics, or
Query<EntityMut>next to aRes<T>panics witherror[B0002]→ since 0.19 every resource lives on an entity taggedIsResource, soQuery<Entity>/EntityRef/EntityMutmatch those entities too. Query your own marker component, or addWithout<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: writeOn<Add<Player>>(likewiseInsert<T>,Discard<T>,Remove<T>,Despawn<T>).OnExit/OnEnterrun again when "switching" to the current state →NextState::setalways runs the transition schedules. Useset_if_differentto skip same-state transitions (renamed fromset_if_neqin 0.20; callingset_if_neqon aResMut<NextState<_>>picks up the unrelated change-detection method and fails with "can't compareNextState").- "
textdoes not live long enough" fromName::new(text.as_str())→ since 0.20Nametakes a&'static strliteral or an ownedString, not a borrowed&str; passName::new(text.clone())orName::new(format!("Enemy {id}")). - Overlapping sprites swap draw order after upgrading to 0.20 → sprites now render
through the
Mesh2dbackend, and draw order at equalzwas never guaranteed. Give sprites that can overlap distinctTransformz values. - Copy-pasting older Bevy snippets → APIs shift between minor versions. The
buffered event system became the message system:
EventReader/EventWriter/add_eventno longer exist, so use#[derive(Message)],MessageReader/MessageWriter, andapp.add_message::<T>(). Verify against the docs and migration guide for your pinned version; don't mix versions.
References
- For schedules and
SystemSetordering (including 0.20 weak ordering and schedule shuffling),States/OnEnter/OnExitand state-scoped despawning, change detection,Commandslifecycle and sync points,ParamSetand resource-entity conflicts,iter_manyresults, and messages/observers in 0.20 syntax, readreferences/queries-and-scheduling.md.
Related skills
game-ai— FSMs/behavior trees/steering as portable concepts to implement in ECS.procedural-gen— noise/RNG/generation algorithms to drive from systems.pygame-core/love2d-core— lighter-weight engines for smaller projects.
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.
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