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bevy-asset-scenes

Bevy ECS skill for assets and scene spawning. Keywords: Bevy, AssetServer, Handle, Scene, bsn, spawn_scene.

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包含的文件(2)

  • SKILL.md7.2 KB
  • references/ecs-ownership.md531 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy asset scenes

When to use

Load this when content comes from disk or a scene description should spawn entities. bevy::asset and bevy::scene on docs.rs latest (0.20.0) are the sources.

ECS shape

  • Assets: AssetServer is the resource that loads from disk. AssetServer::load returns a Handle and does not reload while a strong handle still exists. Loaded data lives in Assets<T>. AssetServer::is_loaded_with_dependencies is true when the asset and its dependencies are ready. LoadState is the status type named on that page.
  • Handles: strong handles are reference counted. Dropping the last strong handle removes the asset. Weak handles do not keep it alive. Assets::add inserts a procedural asset and does not deduplicate.
  • Hot reload: the file_watcher Cargo feature, and AssetPlugin's watch_for_changes_override field, are the toggles named on the asset index.
  • Scenes: bevy::scene describes a Scene (entity, components, children, assets), built with the bsn! macro. World::spawn_scene and Commands::spawn_scene spawn immediately and error if asset dependencies are not loaded. World::queue_spawn_scene and Commands::queue_spawn_scene wait, then spawn in the SpawnScene schedule between Update and PostUpdate.
  • Hierarchy in a scene: Children [ ... ] inside bsn!. Separate sibling entities with --. #Name assigns a Name inside that macro's scope.

Coming from Godot

Godot ideaBevy idiom
Load a fileAssetServer::load → Handle
Wait until readyis_loaded_with_dependencies before a state change
Instance a packed scenespawn_scene or queue_spawn_scene around a Scene
Child nodes in that sceneChildren inside bsn!
Change one entity's meshSwap the Handle on the component that stores it

Scope

  • .bsn asset files are described as future on the scene page. Do not invent a file loader for them.
  • A DynamicScene type was not on docs.rs latest (the struct URL 404'd on 2026-10-11). Do not cite it.
  • Scene change as "free the old level, then spawn the next" is a design note. No level-switch API was opened.
  • Custom AssetLoader registration is named as App::register_asset_loader. Check the asset docs for a worked example before writing one.

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 packed-scene, node, or resource-loader types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

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

  • No third-party scene 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

Related Skills

Prerequisites

Complements

Downstream / consumers

Master

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