本文へ移動
cccskills
無料GitHub で公開

bevy-app-resources

Bevy ECS skill for app-wide resources and schedules. Keywords: Bevy, Resource, App, Schedule, Plugin.

インストール方法を見る

含まれるファイル(2)

  • SKILL.md6.9 KB
  • references/ecs-ownership.md532 B

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Bevy app resources

When to use

Load this when data or logic must exist for the whole app: one clock, one ruleset, startup spawn, or an ordered pair of systems. Pair with bevy-data-resources for the component-versus-resource split.

ECS shape

  • App. The Apps page: an App contains a World and the outer loop. It initializes resources (one copy), adds systems to a Schedule, and imports other App changes through plugins.
  • Resources. Resource, Res, ResMut, and insert_resource (Resources page). Time arrives from add_plugins(DefaultPlugins).
  • Plugins. The Resources page implements Plugin and inserts the resource inside build. DefaultPlugins is the plugin set that adds Time. Name only the plugins this page documents.
  • Schedules. add_systems(Startup, ...) runs once before other systems. add_systems(Update, ...) is the repeating schedule in the ECS page. .chain() orders systems that must see each other's writes. bevy::ecs::message names FixedUpdate only as the schedule after which signal_message_update_system runs. Fixed-timestep clock types stay in bevy-character-movement.
  • States. App-wide modes are bevy::state, not a global node. See bevy-state-machines.

Coming from Godot

Godot ideaBevy idiom
Autoload singletonA Resource inserted on the App
Global script that ticksA system on Update (or a chained pair)
Boot setupA Startup system or insert_resource in a Plugin
Cross-scene busA message or event. See bevy-events-messaging. Not a persistent node

Scope

  • Check the plugins page for dependency order and groups before writing them.
  • Sub-apps are named on the state module (SubApp). Check that module before writing sub-app setup.
  • Save-game resources and settings files are yours to build. bevy_settings is a feature name on the crate page. Check that page before treating it as a settings API.

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 autoload, singleton node, or signal bus. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

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

  • No invented plugin lists beyond DefaultPlugins and the Plugin trait the Resources page uses. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No third-party crates. 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 - Unversioned API index. default_app includes bevy_state and bevy_log.
  • Apps - App, World, resources, Schedule, plugins.
  • Resources - Resource, insert_resource, Plugin::build, DefaultPlugins, Time.
  • Quick Start: ECS - Startup, Update, add_systems, .chain().
  • Examples - Example tree on the latest branch.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • Save, audio, and scene skills cover persistence, playback, and scene spawn.

Master

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

thedivergentai のスキルをすべて見る

このスキルの問題を報告する