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Bevy 3d World Building Agent Skill

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

2.4k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-3d-world-building

What comes with it

536 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

16 sections, as written by the author

Bevy 3D world building

When to use

Load this when placing meshes, lights, and colliders into a level. Scene spawn mechanics stay on bevy-asset-scenes. Physics bodies stay on bevy-physics-3d.

ECS shape

  • Spawn: entities with transforms and render components. Primitives (Cuboid, Sphere, Cylinder) convert into Mesh and ride on Mesh3d plus MeshMaterial3d.
  • Scenes: bevy_scene and bevy_gltf are features. Spawn details are on bevy-asset-scenes (AssetServer, scene spawn).
  • Lights: a DirectionalLight is an entity with a Transform. Fog is DistanceFog on the camera entity. Full lighting setups stay on bevy-3d-lighting.
  • Systems: which cells are present is a Resource. Spawning a cell is Commands in Update.
fn spawn_level(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let stone = materials.add(StandardMaterial {
        base_color: Color::srgb(0.45, 0.42, 0.38),
        ..default()
    });
    let floor = materials.add(StandardMaterial {
        base_color: Color::srgb(0.28, 0.30, 0.26),
        ..default()
    });
    commands.spawn((
        Mesh3d(meshes.add(Cuboid::new(24.0, 0.2, 24.0))),
        MeshMaterial3d(floor),
        Transform::from_xyz(0.0, -0.1, 0.0),
    ));
    commands.spawn((
        Mesh3d(meshes.add(Cylinder::new(0.4, 3.0))),
        MeshMaterial3d(stone.clone()),
        Transform::from_xyz(-4.0, 1.5, -2.0),
    ));
    commands.spawn((
        Mesh3d(meshes.add(Sphere::new(0.6))),
        MeshMaterial3d(stone),
        Transform::from_xyz(2.0, 0.6, 1.0),
    ));
    commands.spawn((
        DirectionalLight {
            illuminance: 12_000.0,
            shadow_maps_enabled: true,
            ..default()
        },
        Transform::from_xyz(6.0, 10.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
    commands.spawn((
        Camera3d::default(),
        DistanceFog {
            color: Color::srgb(0.55, 0.62, 0.70),
            falloff: FogFalloff::Linear {
                start: 12.0,
                end: 40.0,
            },
            ..default()
        },
        Transform::from_xyz(0.0, 8.0, 14.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
}

Kitbash props are ordinary entities. A helper returns the entity id so later systems can parent markers to it.

fn spawn_prop(
    commands: &mut Commands,
    meshes: &mut Assets<Mesh>,
    materials: &mut Assets<StandardMaterial>,
    at: Vec3,
    size: Vec3,
    color: Color,
) -> Entity {
    commands
        .spawn((
            Mesh3d(meshes.add(Cuboid::from_size(size))),
            MeshMaterial3d(materials.add(StandardMaterial {
                base_color: color,
                ..default()
            })),
            Transform::from_translation(at),
        ))
        .id()
}

Cells already in the world live on one resource. The streamer inserts a marker component and a mesh only for cells that are not recorded yet.

#[derive(Resource, Default)]
struct LoadedCells {
    coords: Vec<(i32, i32)>,
}

#[derive(Component)]
struct CellMarker {
    x: i32,
    z: i32,
}

fn stream_cells(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut loaded: ResMut<LoadedCells>,
    focus: Query<&Transform, With<Camera3d>>,
) {
    let Ok(focus) = focus.single() else {
        return;
    };
    let cx = (focus.translation.x / 8.0).floor() as i32;
    let cz = (focus.translation.z / 8.0).floor() as i32;
    for dz in -1..=1 {
        for dx in -1..=1 {
            let coord = (cx + dx, cz + dz);
            if loaded.coords.contains(&coord) {
                continue;
            }
            loaded.coords.push(coord);
            commands.spawn((
                CellMarker {
                    x: coord.0,
                    z: coord.1,
                },
                Mesh3d(meshes.add(Cuboid::new(8.0, 0.1, 8.0))),
                MeshMaterial3d(materials.add(StandardMaterial {
                    base_color: Color::srgb(0.3, 0.34, 0.28),
                    ..default()
                })),
                Transform::from_xyz(coord.0 as f32 * 8.0, 0.0, coord.1 as f32 * 8.0),
            ));
        }
    }
}
[dependencies]
bevy = "0.20"

Level choices

| Need | Bevy approach |

| --- | --- |

| Packed level | A scene asset spawned through bevy-asset-scenes |

| Kitbash props | Entities with Mesh3d and MeshMaterial3d |

| Atmosphere | DirectionalLight, DistanceFog, and the camera entity |

Scope

  • Primitives above cover greybox blocks, columns, and spheres. Heightmaps are a Mesh you fill yourself, then the same Mesh3d spawn.
  • Collider authoring belongs with bevy-physics-3d once you choose a physics solver.

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

| Piece | Owner | Who may mutate | Schedule |

| --- | --- | --- | --- |

| Data on one entity | Component | One system via Query | Update or FixedMain |

| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |

| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |

| Order that must not race | .chain() | The chained systems only | Same schedule |

| Plugin boundary | Plugin | build registers systems and resources | Before 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 need | Do this | Do not |

| --- | --- | --- |

| Per-entity data | Component + Query | A script field copied onto the entity |

| App-wide config or clock | Resource | Copy the value onto every entity |

| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |

| Startup spawn | Commands in Startup | Spawn from a render system |

| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |

| An API outside the documented set | Check the official docs first | A 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 CSG, grid-map, or world-environment node types in Bevy code. WHY: greybox meshes, lights, and DistanceFog are the documented Bevy pieces.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

Official links stay on bevy.org. The library pin on bevy-master stays 0.20.0.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-3d-world-building from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.