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bevy-spatial-queries

Answer Bevy 0.20 line-of-sight, radius, and cursor picks with Transform distance and facing. Use when a design needs a probe and collider casts belong on the physics skills. Keywords: Bevy, spatial query, viewport_to_world_2d, GlobalTransform, facing, radius.

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SKILL.md (original)

Review the instructions the agent will receive before you install.

Bevy spatial queries

When to use

Load this when a design needs line of sight, a volume overlap, a ground probe, or a mouse pick. Screen-to-2D-world mapping that does not hit a collider is a camera helper, not a physics query.

ECS shape

  • Components own a probe radius or a facing marker. Positions come from GlobalTransform.
  • Camera pick: Camera::viewport_to_world_2d with GlobalTransform maps a cursor to a 2D world point. That is a camera map, then a distance test against sprites. See bevy-camera-systems.
  • Systems read transforms after movement. Chain the probe after the system that writes Transform when both run in the same schedule.

Probe choice

NeedBevy path
Collider cast or sweepbevy-physics-2d or bevy-physics-3d. This skill measures distance and facing with Transform.
Pointer in the 2D worldviewport_to_world_2d, then the nearest entity inside a radius.
Exclude the casterSkip the probe Entity when comparing distances.
View coneDot the view forward with the direction to the target and compare against a cosine threshold.

Scope

  • Stock Bevy measures points, radii, and facing. Collider casts, sweeps, and normals stay on bevy-physics-2d and bevy-physics-3d.
  • A probe never reports itself. Compare Entity before accepting a hit.
  • Chain the probe after movement so it reads the transforms written this frame.

Examples

[dependencies]
bevy = "0.20"

Map the cursor into the world, then keep the closest marker inside the pick radius.

#[derive(Component)]
struct Pickable;

use bevy::window::PrimaryWindow;

fn pick_nearest(
    windows: Query<&Window, With<PrimaryWindow>>,
    cameras: Query<(&Camera, &GlobalTransform), With<Camera2d>>,
    targets: Query<(Entity, &GlobalTransform), With<Pickable>>,
) {
    let Ok(window) = windows.single() else {
        return;
    };
    let Ok((camera, camera_tf)) = cameras.single() else {
        return;
    };
    let Some(cursor) = window.cursor_position() else {
        return;
    };
    let Ok(world) = camera.viewport_to_world_2d(camera_tf, cursor) else {
        return;
    };
    let mut best: Option<(Entity, f32)> = None;
    for (entity, transform) in &targets {
        let point = transform.translation().truncate();
        let distance = point.distance(world);
        if distance > 24.0 {
            continue;
        }
        if best.is_none_or(|(_, so_far)| distance < so_far) {
            best = Some((entity, distance));
        }
    }
    let _hit = best.map(|(entity, _)| entity);
}

A radius probe lists other entities inside its range and skips its own entity.

#[derive(Component)]
struct Probe {
    radius: f32,
}

#[derive(Component)]
struct Body;

fn overlaps(
    probes: Query<(Entity, &GlobalTransform, &Probe)>,
    bodies: Query<(Entity, &GlobalTransform), With<Body>>,
) {
    for (probe_entity, probe_tf, probe) in &probes {
        for (body, body_tf) in &bodies {
            if body == probe_entity {
                continue;
            }
            let distance = probe_tf.translation().distance(body_tf.translation());
            if distance <= probe.radius {
                let _hit = body;
            }
        }
    }
}

Facing uses the view forward and a cosine limit. Movement writes Transform first. The sight test reads Transform in the next chained system, because GlobalTransform updates only after propagation.

#[derive(Component)]
struct Watcher {
    cos_limit: f32,
}

#[derive(Component)]
struct Mark;

fn advance(mut watchers: Query<&mut Transform, With<Watcher>>) {
    for mut transform in &mut watchers {
        transform.translation.x += 1.0;
    }
}

fn can_see(
    watchers: Query<(&Transform, &Watcher)>,
    marks: Query<&Transform, (With<Mark>, Without<Watcher>)>,
) {
    for (watcher_tf, watcher) in &watchers {
        let origin = watcher_tf.translation;
        let forward = watcher_tf.forward().as_vec3();
        for mark_tf in &marks {
            let to = mark_tf.translation - origin;
            let length = to.length();
            if length <= f32::EPSILON {
                continue;
            }
            let facing = forward.dot(to / length);
            if facing >= watcher.cos_limit {
                let _seen = true;
            }
        }
    }
}

pub struct SpatialPlugin;

impl Plugin for SpatialPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, (advance, can_see).chain());
    }
}

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 field stored outside the world
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
Same-frame facingadvance then can_see with .chain() on TransformReading GlobalTransform in the system that just wrote Transform
Collider castbevy-physics-2d or bevy-physics-3dAn invented ray or mask API
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 documentationA 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.

  • Do not read GlobalTransform in the same system that just wrote Transform. WHY: propagation has not run, so the global pose is still last frame.

  • No Avian, Rapier, or any other named physics crate as the chosen solver. WHY: collider casts stay on the physics skills; this skill uses transforms.

  • No invented intersect_ray or mask APIs. WHY: stock Bevy here is distance, radius, and a dot product.

Reference

Official links stay on unversioned latest pages. The library pin on bevy-master stays 0.20.0. No stock spatial-query module is used here.

Official Documentation

  • Assets - Official asset catalog. No query plugin was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Systems, Query, and .chain().
  • Quick Start: plugins - add_plugins without a chosen physics crate. viewport_to_world_2d is a camera map; details live on bevy-camera-systems.

Related Skills

Prerequisites

Complements

Downstream / consumers

Master

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