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bevy-master

Bevy ECS hub for Bevy 0.20+. Use when starting a Bevy game, choosing ECS boundaries, or picking a Bevy skill. Keywords: Bevy, ECS, bevy-master, schedules, plugins.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

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포함된 파일(170)

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SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Bevy Master: ECS hub

ECS hub for Bevy 0.20+. Start here to set up a Bevy app, decide which components, resources, and systems own each piece of state, and load the right Bevy skill for the job.

Library target

Target: Bevy 0.20+ (tested against 0.20.0).

Who owns what (ECS)

For every piece of state, name:

  • which component or resource owns it
  • which system may mutate it
  • which message or observer should observe it

Schedules replace a scene tree. Do not add an autoload, a signal bus, or a Node layer cake.

The Quick Start ECS page defines entities, components (Component), systems as functions, Query, Commands, Startup, and Update, plus .chain() for order. Messages, observers, resources, and app states are covered in their own skills. See those files before calling a type.

Routing

ScenarioRoute
New Bevy app, ECS boundaries, which skill to loadThis hub, then the module directory below
New crate, Cargo features, feature foldersbevy-project-foundations
Artifact ledger into a Bevy crategdas-reader then bevy-rea
Entity composition, components, systemsbevy-ecs-composition
Messages, events, observersbevy-events-messaging
Components and resources as databevy-data-resources
App states or a per-entity mode flagbevy-state-machines
App-wide resources and schedulesbevy-app-resources
Character movementbevy-character-movement
3D physicsbevy-physics-3d
2D physicsbevy-physics-2d
Ray, overlap, or physics pickbevy-spatial-queries
Navigation mesh or path databevy-navigation
Chase, patrol, retargetbevy-ai-navigation
Seeded level or loot layoutbevy-procedural-generation
Keyboard, mouse, gamepadbevy-input-handling
2D or 3D camera entitybevy-camera-systems
Play or control a clipbevy-audio-systems
Load assets or spawn a scenebevy-asset-scenes
Player save slotbevy-save-load
Logs and frame diagnosticsbevy-debugging-profiling
Parallelism, fixed step, handle lifetimebevy-performance
cargo testbevy-testing-patterns
Clips, blend graphs, sprites, lights, materials, UI, or a genre loopModule directory below

When not to spawn an entity

Data that is not simulated can be a plain Rust struct or a resource. The Quick Start treats resources as app-wide data. A score or a seed is one Resource inserted at startup. Do not copy a Godot Object / RefCounted / Resource / Node table into Bevy.

Workflows

(a) App scaffold. App::new(), plugins, schedules, and states. The plugins page documents Plugin, DefaultPlugins, MinimalPlugins, and add_plugins. The bevy 0.20.0 crate docs list a bevy_state feature ("built in global state machines"). States, init_state, and OnEnter are the state API. Do not invent a plugin list beyond DefaultPlugins / MinimalPlugins.

(b) Entity. Components plus systems. Movement belongs on a fixed timestep. bevy::time 0.20.0 documents Fixed ("fixed timestep game clock") and run_fixed_main_schedule (FixedMain). Do not invent a schedule label beyond those names.

(c) Data. Components and resources. Not .tres files.

(d) Performance. The ECS page states systems run in parallel by default when they can, and .chain() forces order. Frame-time diagnostics and handle lifetimes are on bevy-performance. No numeric budget is stated on those pages.

Examples

[package]
name = "bevy-app"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

A new app adds DefaultPlugins, inserts one resource, and spawns the player on startup.

#[derive(Resource)]
struct Score(u32);

#[derive(Component)]
struct Player;

fn spawn_player(mut commands: Commands) {
    commands.insert_resource(Score(0));
    commands.spawn((Player, Transform::from_xyz(0.0, 0.0, 0.0)));
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, spawn_player)
        .run();
}

Input writes velocity. Movement writes Transform. They share Player data, so they are chained on FixedUpdate.

#[derive(Component)]
struct Velocity(Vec2);

fn read_input(
    keys: Res<ButtonInput<KeyCode>>,
    mut players: Query<&mut Velocity>,
) {
    for mut velocity in &mut players {
        let mut dir = Vec2::ZERO;
        if keys.pressed(KeyCode::KeyA) {
            dir.x -= 1.0;
        }
        if keys.pressed(KeyCode::KeyD) {
            dir.x += 1.0;
        }
        if keys.pressed(KeyCode::KeyW) {
            dir.y += 1.0;
        }
        if keys.pressed(KeyCode::KeyS) {
            dir.y -= 1.0;
        }
        velocity.0 = dir.normalize_or_zero() * 4.0;
    }
}

fn apply_velocity(
    time: Res<Time<Fixed>>,
    mut players: Query<(&Velocity, &mut Transform)>,
) {
    let dt = time.delta_secs();
    for (velocity, mut transform) in &mut players {
        transform.translation.x += velocity.0.x * dt;
        transform.translation.y += velocity.0.y * dt;
    }
}

pub struct MovementPlugin;

impl Plugin for MovementPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(FixedUpdate, (read_input, apply_velocity).chain());
    }
}

AppState is a global state. Entering Playing runs the spawn system once.

#[derive(States, Debug, Clone, PartialEq, Eq, Hash, Default)]
enum AppState {
    #[default]
    Loading,
    Playing,
}

#[derive(Component)]
struct Player;

fn enter_playing(mut commands: Commands) {
    commands.spawn((Player, Transform::from_xyz(0.0, 0.0, 0.0)));
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .init_state::<AppState>()
        .add_systems(OnEnter(AppState::Playing), enter_playing)
        .run();
}

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 or gdext type imports in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No GDScript line-translate. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No APIs that this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Coil or Ouroboros UI. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Module directory

Domain skills:

Rendering and animation:

Gameplay:

UI, platforms, adapts, templates:

Genre routers:

Reference

Official Documentation

  • bevy crate - Unversioned API index. Feature samples on the pinned page may still show older version strings.
  • Assets - Official asset catalog.
  • Examples - Example tree on the latest branch, not a release tag.
  • Quick Start - Guide index. The legacy /learn/book/ path returned 404 on 2026-10-11.
  • Getting started - App setup before ECS and plugins.
  • ECS - Entities, components, systems, Query, Commands, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
  • bevy::time - Fixed and run_fixed_main_schedule (FixedMain).
  • crates.io bevy - Release pin source (0.20.0, 2026-10-08).

Related Skills

Prerequisites

  • None. This hub is the Bevy entry point.

Complements

Downstream / consumers

Master

  • This file. Do not route Bevy work through a parent that also owns Godot.

Cipher rule titles only: runtime gameplay is Rust; do not pull Godot types into Bevy crates.

Scope

  • Resources, states, messages, and observers live in their own skills. Call only the types those skills cite. Check the App docs for state-installation method names before writing them.
  • The getting-started snippet still shows bevy = "0.19" while crates.io latest is 0.20.0. Pin 0.20.0 from crates.io and the Bevy API reference, not from that stale snippet.
  • Bevy API reference feature examples on the 0.20.0 page still show version = "0.18" in one sample. That sample is not the pin.

리뷰

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Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.

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