跳到正文
cccskills
免费在 GitHub 公开

bevy-asset-scenes

Load Bevy 0.20 assets with AssetServer and spawn scenes with bsn!, spawn_scene, and queue_spawn_scene. Use when content comes from disk, a handle must be ready, or a level root should be replaced. Keywords: AssetServer, Handle, is_loaded_with_dependencies, bsn, Scene, file_watcher, LevelRoot.

中文简介正在准备中。当前显示原文说明。

实测评分 未实测

查看安装方法

包含的文件(2)

  • SKILL.md8.6 KB
  • references/ecs-ownership.md943 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. AssetServer loads files. bsn! describes a Scene that spawn_scene or queue_spawn_scene turns into entities.

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.

Asset choice

NeedDo this
Load a fileAssetServer::load returns a Handle
Wait until readyis_loaded_with_dependencies before a state change
Spawn a scene nowspawn_scene only after dependencies are loaded
Spawn when readyqueue_spawn_scene (SpawnScene sits between Update and PostUpdate)
Children in that sceneChildren inside bsn!
Change one entity's meshSwap the Handle on the component that stores it

.bsn files on disk are still ahead of the shipping scene API. Author scenes with bsn!. Free a previous level by despawning its root, then queue the next scene. Register a custom AssetLoader with App::register_asset_loader once that loader type exists.

[dependencies]
bevy = { version = "0.20", features = ["file_watcher"] }
#[derive(Resource)]
struct PropMesh(Handle<Mesh>);

fn begin_load(mut commands: Commands, assets: Res<AssetServer>) {
    let handle: Handle<Mesh> = assets.load("models/crate.glb#Mesh0/Primitive0");
    commands.insert_resource(PropMesh(handle));
}

fn mesh_is_ready(assets: Res<AssetServer>, mesh: Option<Res<PropMesh>>) -> bool {
    match mesh {
        Some(mesh) => assets.is_loaded_with_dependencies(&mesh.0),
        None => false,
    }
}

fn store_generated_material(
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut commands: Commands,
) {
    let handle = materials.add(StandardMaterial {
        base_color: Color::srgb(0.8, 0.8, 0.82),
        ..default()
    });
    commands.insert_resource(GeneratedMaterial(handle));
}

#[derive(Resource)]
struct GeneratedMaterial(Handle<StandardMaterial>);
#[derive(Component, Default, Clone)]
struct CrateProp;

#[derive(Component, Default, Clone)]
struct Lid;

#[derive(Component, Default, Clone)]
struct LevelRoot;

fn spawn_crate(mut commands: Commands) {
    commands.spawn_scene(bsn! {
        #SupplyCrate
        CrateProp
        Children [
            Lid
        ]
    });
}

fn queue_level(mut commands: Commands) {
    commands.queue_spawn_scene(bsn! {
        :"levels/yard.bsn"
        LevelRoot
    });
}

fn replace_level(mut commands: Commands, roots: Query<Entity, With<LevelRoot>>) {
    for entity in &roots {
        commands.entity(entity).despawn();
    }
    commands.queue_spawn_scene(bsn! {
        LevelRoot
    });
}

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 + QueryOne script that owns the whole actor
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 packed-scene or resource-loader types from another engine. WHY: readiness is is_loaded_with_dependencies, and spawn is spawn_scene or queue_spawn_scene, not a node instance.

  • 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

The library pin on bevy-master stays 0.20.0. Load references/ecs-ownership.md when a handle is a resource and a scene root is a component. Do not load it to write a custom loader body.

Official Documentation

  • Assets - Official asset catalog. AssetServer, Handle, and Assets<T> are the load path. Scene, bsn!, spawn_scene, queue_spawn_scene, and SpawnScene are the spawn path.
  • Examples - Example tree on the latest branch.

Related Skills

Prerequisites

Complements

Downstream / consumers

Master

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

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

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8842026年10月17日 更新

Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8842026年10月17日 更新

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

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8842026年10月17日 更新

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

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8842026年10月17日 更新

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

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8842026年10月17日 更新

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.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8842026年10月17日 更新

查看 thedivergentai 的全部技能

报告此技能的问题