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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This skill provides technical guidance and code examples for structuring applications using the Bevy game engine's Entity Component System (ECS) in Rust. It focuses on engine-specific patterns, API usage, and common pitfalls without introducing any security risks.
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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. Pins Bevy 0.16+ (code targets 0.16; Bevy's API
shifts each minor release — match your Cargo.toml).
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
- Pin the version. Bevy's API changes every minor release. Set
bevy = "0.16"(or your target) inCargo.tomland treat the matching docs as truth. Enabledynamic_linkingin dev for faster iterative builds. - 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). - 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 = "0.16"
# Dev-only: faster recompiles. (Add the matching dynamic linking setup per the book.)
# bevy = { version = "0.16", features = ["dynamic_linking"] }
// 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: "conflicting accesses" / "&mut T and &mut T" → two
Querys 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. - Copy-pasting older Bevy snippets → APIs shift between minor versions (e.g. the buffered-event API was reworked after 0.16). Verify against the docs for your pinned version; don't mix versions.
References
- For schedules and
SystemSetordering,States/OnEnter/OnExit, change detection,Commandslifecycle and sync points,ParamSetfor conflicting queries, and a version note on the events/observers API, 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?
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