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bevy-ui-layout

Bevy ECS skill for UI layout. Keywords: Bevy, UI, Node, Flexbox, BackgroundColor, Button.

The English summary is being prepared. Showing the original description.

Run score Not tested

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Files included (2)

  • SKILL.md5.9 KB
  • references/ecs-ownership.md528 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

Bevy UI layout

When to use

Load this when laying out HUD or menu nodes. Text content stays on bevy-ui-text. Colors and widget styling stay on bevy-ui-theming.

ECS shape

  • Crate text (opened): spawn UI with widget::Button, ImageNode, Text, and Node. Layout uses Flexbox and CSS Grid.
  • Components named: Node, BackgroundColor, BorderColor, BorderRadius, ComputedNode, GridPlacement, GridTrack, GlobalZIndex.
  • Feature: bevy_ui is a custom ECS-driven UI framework.
  • Systems: layout and update systems are engine-owned (bevy::ui::update exists). Do not write a second layout pass.

Coming from Godot

Godot ideaBevy idiom
ContainerA Node entity. Children are child entities, not Control nodes.
Buttonwidget::Button as named in the crate summary.
ImageImageNode as named in the crate summary.
GridGridTrack and GridPlacement.

Scope

  • Check the Node docs for flex property field names before writing spellings such as justify_content.
  • bevy_feathers is a styled widget collection for editors. Check its docs for the widget list before writing it. Do not treat it as a game HUD theme.

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA Godot node script
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No Godot Control, Container, or anchor types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.

Official Documentation

  • Migration guides - Unversioned hop index.
  • bevy crate - API reference and Cargo feature list.
  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
  • bevy::ui - Node, Flexbox and CSS Grid, widget::Button, ImageNode, Text.

Related Skills

Prerequisites

Complements

Downstream / consumers

Master

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