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bevy-project-foundations

Pins a Bevy 0.20 crate, dev-profile opt-level, and plugin boundaries before gameplay systems exist. Use when starting a windowed or headless Bevy app. Keywords: Bevy, Cargo.toml, DefaultPlugins, MinimalPlugins, opt-level.

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包含的文件(2)

  • SKILL.md6.8 KB
  • references/ecs-ownership.md959 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy project foundations

When to use

Load this when a new Bevy app needs a crate, a pin, and a place for feature code before gameplay systems exist. Folder names below are layout habits. They are not engine types.

ECS shape

  • Crate: cargo new plus a bevy dependency pinned at 0.20.
  • Features: default pulls windowing, input, and rendering. Turn default-features off only when the binary should stay headless.
  • App shell: App::new(), plugins, then systems and resources on that App.
  • Code layout: Split by feature in ordinary Rust modules. The engine does not require a directory tree.

Pin the crate and keep dev builds usable. Bevy's default debug profile compiles dependencies unoptimized, so the dev profile lifts dependency opt-level while the game crate stays easy to step through.

[package]
name = "game"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

[profile.dev]
opt-level = 1

[profile.dev.package."*"]
opt-level = 3

A headless tool crate drops the default feature set and adds only what that binary calls.

[dependencies]
bevy = { version = "0.20", default-features = false }

The windowed game plugs DefaultPlugins and a feature plugin. GameConfig is app-wide state inserted before the first schedule runs.

#[derive(Resource)]
struct GameConfig {
    title: String,
}

fn boot(config: Res<GameConfig>) {
    let _title = config.title.as_str();
}

pub struct GamePlugin;

impl Plugin for GamePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(GameConfig {
            title: "Game".to_string(),
        })
        .add_systems(Startup, boot);
    }
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(GamePlugin)
        .run();
}

A second module owns one feature. The plugin is the boundary. Systems stay in the module that declares their components.

#[derive(Component)]
struct Player;

fn spawn_player(mut commands: Commands) {
    commands.spawn(Player);
}

pub struct PlayerPlugin;

impl Plugin for PlayerPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_player);
    }
}

Layout choices

NeedBevy idiom
New cratecargo new plus the bevy dependency
Window, input, renderingCargo features and profiles on the bevy crate
Feature splitRust modules you choose
Project fileCargo.toml plus Rust modules

Scope

  • Pin bevy = "0.20" in Cargo.toml. DefaultPlugins brings the window, input, and audio backends that crate feature enables.
  • Workspace members and naming linters are ordinary Cargo. This skill does not invent a folder enforcer.

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 free-floating struct outside the World
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 scene-tree project types or autoload singletons in this crate. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented Cargo features beyond the profiles this skill names. 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

The library pin on bevy-master stays 0.20.

Official Documentation

Related Skills

Prerequisites

  • bevy-master - Library pin and which Bevy skill to load next.

Complements

Downstream / consumers

Master

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