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bevy-ecs

Build and debug Rust games in Bevy using ECS, a way to separate game data from behavior. Organize apps and plugins, query entities, control execution order, and fix conflicting data access or frame-dependent movement.

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Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.

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适用场景

  • Organizing a Bevy app with plugins
  • Defining components and shared resources
  • Fixing conflicting queries and execution order
  • Making movement independent of frame rate

包含的文件(2)

  • SKILL.md10.0 KB
  • references/queries-and-scheduling.md11.3 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy ECS

Structure a Bevy game in Rust around the Entity Component System: the App and plugins, components and resources, systems with queries, scheduling, and frame-rate-independent updates. New examples target Bevy 0.20. If the project already pins another release, keep that release and use its matching migration guide.

When to use

  • Use when wiring a Bevy App, defining Component/Resource types, writing systems that query entities, ordering/filtering systems, or fixing borrow-conflict panics and frame-dependent movement.
  • Use when Cargo.toml depends on bevy and code calls App::new(), add_systems, Query, or Commands.

When not to use: this is the ECS core. Deep rendering, custom shaders/ pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or procedural algorithms, pair with game-ai / procedural-gen.

Core workflow

  1. Detect and pin the version. Read Cargo.toml and Cargo.lock first. For a new project use bevy = "0.20"; never silently migrate an existing project across a Bevy minor release. Treat the matching docs and migration guides as truth.
  2. Build the App. App::new().add_plugins(DefaultPlugins) gives windowing, input, rendering, time, etc. Register systems into schedules: Startup (once) and Update (every frame).
  3. Model data as components, globals as resources. #[derive(Component)] for per-entity data; #[derive(Resource)] for one-of-a-kind data (score, settings, the Time clock). Since 0.19 Resource extends Component and each resource is stored on its own entity, so do not derive both.
  4. Write systems as plain functions. Parameters declare data access: Query<...> for entities, Res<T>/ResMut<T> for resources, Commands for deferred spawn/despawn. Systems run in parallel when their accesses don't conflict.
  5. Drive motion by time.delta_secs() so speed is frame-rate independent.
  6. Order only what must be ordered with .chain() or explicit constraints; gate systems with run_if. Group related setup into Plugins. Build with cargo run and read the panics — Bevy reports conflicting queries at startup.

Patterns

1. Cargo.toml + minimal App

# Cargo.toml — pin the version; the API differs across minor releases.
[dependencies]
bevy = "0.20"
// main.rs
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)            // window, input, render, time, ...
        .add_systems(Startup, setup)            // runs once at startup
        .add_systems(Update, move_players)      // runs every frame
        .run();
}

2. Components, resources, and spawning

#[derive(Component)]
struct Player;

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

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

fn setup(mut commands: Commands) {
    commands.insert_resource(Score(0));

    // Camera2d is a component with required components (bundles removed in 0.16);
    // spawning it pulls in Transform, Camera, etc. automatically.
    commands.spawn(Camera2d);

    // Spawn an entity as a tuple of components.
    commands.spawn((
        Player,
        Velocity(Vec2::new(150.0, 0.0)),
        Transform::from_xyz(0.0, 0.0, 0.0),
    ));
}

3. A system with a query + the Time resource

// Iterate every entity that has BOTH Velocity and Transform; mutate Transform.
fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
    for (velocity, mut transform) in &mut query {
        // delta_secs() is f32 seconds (renamed from delta_seconds() in 0.16).
        transform.translation += velocity.0.extend(0.0) * time.delta_secs();
    }
}

4. Query filters (With / Without / Changed)

// Only entities tagged Player (the Player component itself isn't read).
fn aim_player(mut q: Query<&mut Transform, With<Player>>) { /* ... */ }

// Disjoint two mutable Transform queries so they don't conflict at runtime.
fn separate(
    mut players: Query<&mut Transform, With<Player>>,
    mut enemies: Query<&mut Transform, Without<Player>>,
) { /* ... */ }

// React only when Health changed since last run (change detection).
fn on_health_change(q: Query<&Health, Changed<Health>>) {
    for health in &q { /* update the HUD, etc. */ }
}

5. Resources: read and write

fn add_points(mut score: ResMut<Score>) {
    score.0 += 10;                 // ResMut = write access
}

fn show_score(score: Res<Score>) {
    info!("score: {}", score.0);   // Res = read access
}

6. Ordering, run conditions, and plugins

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, GameplayPlugin))
        // .chain() forces order: damage resolves before death is checked.
        .add_systems(Update, (apply_damage, check_deaths).chain())
        // run_if gates a system on a condition each frame.
        .add_systems(Update, spawn_wave.run_if(wave_timer_finished))
        .run();
}

struct GameplayPlugin;
impl Plugin for GameplayPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(Score(0))
           .add_systems(Startup, setup)
           .add_systems(Update, (move_players, add_points));
    }
}

Pitfalls

  • delta_seconds() not found → it was renamed to time.delta_secs() (and elapsed_secs()) in 0.16. Using the old name fails to compile.
  • Movement speed scales with frame rate → multiply per-frame changes by time.delta_secs(). Never assume a fixed frame time.
  • Panic error[B0001]: "... accesses component(s) Transform in a way that conflicts with a previous system parameter" → two Querys in one system both write the same component, or one reads while another writes overlapping entities. Make them disjoint with With/Without, or use ParamSet.
  • Camera2dBundle/SpriteBundle not found → bundles were deprecated in 0.15 and removed in 0.16. Spawn the components directly (Camera2d, Sprite, Transform); required components fill in the rest.
  • "trait Component is not implemented" → you forgot #[derive(Component)] (or #[derive(Resource)] for a resource).
  • Spawned entity not visible to a later query in the same frame → Commands are deferred and applied at the next sync point. Read the entity in a subsequent system, not the one that spawned it.
  • System order assumed but not enforced → systems run in parallel by default. If B must follow A, add (A, B).chain() or an explicit ordering constraint. To find order dependencies that only work by accident, shuffle the schedule in tests with ScheduleBuildSettings::shuffle_seed (0.20, debug feature; see the reference).
  • "conflicting implementations of trait Component" after deriving both Resource and Component → since 0.19 Resource extends Component; derive Resource alone.
  • "Despawn everything" panics, or Query<EntityMut> next to a Res<T> panics with error[B0002] (or B0001, depending on parameter order) → since 0.19 every resource lives on an entity tagged IsResource, so Query<Entity>/EntityRef/EntityMut match those entities too. Query your own marker component, or add Without<IsResource> (use bevy::ecs::resource::IsResource).
  • On<Add, Player> fails with "struct takes 1 generic argument but 2 generic arguments were supplied" → 0.20 moved the component into the lifecycle event: write On<Add<Player>> (likewise Insert<T>, Discard<T>, Remove<T>, Despawn<T>).
  • Pointer<Click> / Pointer<Press> not found in a picking observer → 0.20 flattened pointer events: observe On<PointerClick> / On<PointerPress>, and read click.pointer.position (a Vec2) instead of the old pointer_location.
  • OnExit/OnEnter run again when "switching" to the current state → NextState::set always runs the transition schedules. Use set_if_different to skip same-state transitions (renamed from set_if_neq in 0.20; calling set_if_neq on a ResMut<NextState<_>> picks up the unrelated change-detection method and fails with "can't compare NextState").
  • "text does not live long enough" from Name::new(text.as_str()) → since 0.20 Name takes a &'static str literal or an owned String, not a borrowed &str; pass Name::new(text.clone()) or Name::new(format!("Enemy {id}")).
  • Overlapping sprites swap draw order after upgrading to 0.20 → sprites now render through the Mesh2d backend, and draw order at equal z was never guaranteed. Give sprites that can overlap distinct Transform z values.
  • Copy-pasting older Bevy snippets → APIs shift between minor versions. The buffered event system became the message system: EventReader/EventWriter/ add_event no longer exist, so use #[derive(Message)], MessageReader/ MessageWriter, and app.add_message::<T>(). Verify against the docs and migration guide for your pinned version; don't mix versions.

References

  • For schedules and SystemSet ordering (including 0.20 weak ordering and schedule shuffling), States/OnEnter/OnExit and state-scoped despawning, change detection, Commands lifecycle and sync points, ParamSet and resource-entity conflicts, iter_many results, and messages/observers in 0.20 syntax, read references/queries-and-scheduling.md.

Related skills

  • game-ai — FSMs/behavior trees/steering as portable concepts to implement in ECS.
  • procedural-gen — noise/RNG/generation algorithms to drive from systems.
  • pygame-core / love2d-core — lighter-weight engines for smaller projects.

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