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Bevy Adapt Desktop To Mobile Skill for Cursor

Bevy ECS skill for adapting a Bevy desktop game to mobile. Keywords: Bevy, mobile, touch, UI, adapt.

1.8k 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-adapt-desktop-to-mobile

What comes with it

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

The instruction itself

16 sections, as written by the author

Bevy adapt desktop to mobile

When to use

Load this when a desktop window game must accept touch and a smaller layout. Platform features are on bevy-platform-mobile.

ECS shape

  • Input: Touches lists active contacts. Action mapping lives on bevy-input-handling.
  • UI: enlarge Node hit targets and pad the root with a safe-inset Resource. WindowResolution sets the logical size and an optional scale-factor override. WindowScaleFactorChanged reports a live dpi change.
  • Textures: ASTC is a compressed texture format for mobile GPUs. Upload still goes through Assets<Image>.
fn configure_window(mut windows: Query<&mut Window>) {
    let Ok(mut window) = windows.single_mut() else {
        return;
    };
    window.resolution.set(720.0, 1280.0);
    window.resolution.set_scale_factor_override(Some(2.0));
}
#[derive(Resource, Default)]
struct LastTouch(Option<Vec2>);

fn track_touch(touches: Res<Touches>, mut last: ResMut<LastTouch>) {
    last.0 = touches.iter().next().map(|touch| touch.position());
}
#[derive(Component)]
struct TouchTarget;

#[derive(Component)]
struct HudRoot;

#[derive(Resource)]
struct SafeInsets {
    top: f32,
    bottom: f32,
}

fn enlarge_targets(mut nodes: Query<&mut Node, With<TouchTarget>>) {
    for mut node in &mut nodes {
        node.min_width = Val::Px(88.0);
        node.min_height = Val::Px(88.0);
    }
}

fn pad_hud(insets: Res<SafeInsets>, mut roots: Query<&mut Node, With<HudRoot>>) {
    for mut node in &mut roots {
        node.padding = UiRect {
            top: Val::Px(insets.top),
            bottom: Val::Px(insets.bottom),
            left: Val::Px(12.0),
            right: Val::Px(12.0),
        };
    }
}
use bevy::window::WindowScaleFactorChanged;

fn follow_dpi(
    mut scale_events: MessageReader<WindowScaleFactorChanged>,
    mut ui_scale: ResMut<UiScale>,
) {
    for event in scale_events.read() {
        ui_scale.0 = event.scale_factor as f32;
    }
}
[dependencies]
bevy = "0.20"

Adapt choices

| Need | Bevy approach |

| --- | --- |

| Pointer | Touches for contacts. Pointer position on a desktop window is Window::cursor_position. |

| Hover-only menus | Actions that require a hover state need a pressed or tapped path as well. |

| Safe margins | SafeInsets resource applied as Node padding. |

Scope

  • Store listings and OS permission dialogs are outside this skill. Layout, touch, and dpi live in the systems above.
  • Platform packaging stays on bevy-platform-mobile.

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 export-preset or touch-emulation names in Bevy code. WHY: Touches, Window, and UiScale 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-adapt-desktop-to-mobile 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.