本文へ移動
cccskills
無料GitHub で公開

bevy-physics-2d

Bevy ECS skill for 2D physics. Keywords: Bevy, physics, 2D, ECS, collision.

インストール方法を見る

含まれるファイル(2)

  • SKILL.md6.6 KB
  • references/ecs-ownership.md529 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 2D physics

When to use

Load this when a Bevy app needs simulated 2D bodies, triggers, or layer filtering before choosing a solver. Pair with bevy-character-movement for player motion that should not be a rigid body. Pair with bevy-spatial-queries for casts that also wait on a solver.

ECS shape

  • Components would own body kind, velocity, and collider data once a solver crate is chosen. The ECS page only shows plain Component structs. It does not define a rigid body.
  • Resources would own gravity and solver settings. Check the solver docs before naming those fields.
  • Systems would step the solver on a fixed schedule. bevy::time documents Fixed and run_fixed_main_schedule (FixedMain). That is a clock, not a physics engine.
  • Schedule: fixed timestep for the step; .chain() when a system must see the step result before it runs (ECS page).

Coming from Godot

Godot ideaBevy idiom
Simulated 2D propEntity plus solver-defined components, after a crate is verified
Player locomotionNot a rigid body. Use bevy-character-movement
Trigger volumesChoose a physics solver before adding trigger volumes.
Layers and masksUnverified. Do not copy Godot bit names

Scope

  • The bevy 0.20.0 crate feature list on docs.rs has no physics-engine feature. 2D collision shapes, layers, and masks are not Bevy names on these pages.
  • Third-party plugins are allowed by the plugins page (add a crate, then add_plugins). Check a 2D physics crate's own docs before naming its plugin path.
  • Raycasts, CCD, and collision events need a chosen solver. Route query design to bevy-spatial-queries.

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 2D physics node or server types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Avian, Rapier, or any other named physics crate as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented collider, layer, or joint APIs. 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. The 0.20.0 feature list has no physics-engine feature.
  • Assets - Official asset catalog. No physics plugin is named from it here.
  • Examples - Example tree on the latest branch.
  • Quick Start: plugins - Plugin, DefaultPlugins, MinimalPlugins, and third-party add_plugins.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • bevy::time - Fixed and run_fixed_main_schedule (FixedMain) as a clock, not a solver.

Related Skills

Prerequisites

  • bevy-master - ECS ownership and the fixed-timestep schedule names.

Complements

Downstream / consumers

  • Combat and shooter skills cover hit detection and shots.

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