- Skill ID
- gamedev-skills/awesome-gamedev-agent-skills/bevy-ecs
- Publisher
- gamedev-skills
- Repository
- awesome-gamedev-agent-skills
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
gamedev-skills/awesome-gamedev-agent-skills/bevy-ecsInstalls these files- SKILL.md
- references/queries-and-scheduling.md
What this skill tells the agent
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 0.19. 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 = "0.19"; 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). In 0.19ResourceextendsComponent, 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 = "0.19"// 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 to
time.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`/`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 →
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. - Deriving both `Resource` and `Component` in 0.19 →
Resourcenow extendsComponent; deriveResourcealone to avoid conflicting implementations. - Copy-pasting older Bevy snippets → APIs shift between minor versions. The buffered event system became the message system in recent releases. Verify against the docs and migration guide 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.
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