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Bevy App Resources Agent Skill

Bevy ECS skill for app-wide resources and schedules. Keywords: Bevy, Resource, App, Schedule, Plugin.

2.2k tokens
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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-app-resources

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy app resources

When to use

Load this when data or logic must exist for the whole app: one clock, one ruleset, startup spawn, or an ordered pair of systems. Pair with bevy-data-resources for the component-versus-resource split.

ECS shape

  • App. The Apps page: an App contains a World and the outer loop. It initializes resources (one copy), adds systems to a Schedule, and imports other App changes through plugins.
  • Resources. Resource, Res, ResMut, and insert_resource (Resources page). Time arrives from add_plugins(DefaultPlugins).
  • Plugins. The Resources page implements Plugin and inserts the resource inside build. DefaultPlugins is the plugin set that adds Time. Name only the plugins this page documents.
  • Schedules. add_systems(Startup, ...) runs once before other systems. add_systems(Update, ...) is the repeating schedule in the ECS page. .chain() orders systems that must see each other's writes. bevy::ecs::message names FixedUpdate only as the schedule after which signal_message_update_system runs. Fixed-timestep clock types stay in bevy-character-movement.
  • States. App-wide modes are bevy::state, not a global node. See bevy-state-machines.

App choices

| Need | Bevy idiom |

| --- | --- |

| One copy for the whole app | A Resource inserted on the App |

| Logic that ticks every frame | A system on Update (or a chained pair) |

| Boot setup | A Startup system or insert_resource in a Plugin |

| One-shot notice | A message or event. See bevy-events-messaging. |

Scope

  • Insert app-wide data with insert_resource inside Plugin::build, or from a Startup system.
  • Order two systems that both mutably use the same resource with .chain().
  • Save files are a Resource you serialize yourself. The running copy stays in the World.

Examples

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

[dependencies]
bevy = "0.20"

One rules resource, one startup spawn, and a pair of systems that must not race on Score.

#[derive(Resource)]
struct Ruleset {
    gravity: f32,
}

#[derive(Resource, Default)]
struct Score(u32);

#[derive(Component)]
struct Falling;

fn spawn_session(mut commands: Commands) {
    commands.spawn((Name::new("session"), Transform::default(), Falling));
}

fn apply_gravity(
    rules: Res<Ruleset>,
    time: Res<Time>,
    mut bodies: Query<&mut Transform, With<Falling>>,
) {
    let step = rules.gravity * time.delta_secs();
    for mut transform in &mut bodies {
        transform.translation.y += step;
    }
}

fn award(mut score: ResMut<Score>) {
    score.0 = score.0.saturating_add(1);
}

fn publish(score: Res<Score>, mut bodies: Query<&mut Transform, With<Falling>>) {
    let lift = score.0 as f32;
    for mut transform in &mut bodies {
        transform.translation.x = lift;
    }
}

pub struct RulesPlugin;

impl Plugin for RulesPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(Ruleset { gravity: -9.8 })
            .init_resource::<Score>()
            .add_systems(Startup, spawn_session)
            .add_systems(Update, (apply_gravity, award, publish).chain());
    }
}

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

award and publish both touch Score or Transform. apply_gravity also writes Transform, so the three systems stay in one chain.

A second plugin only reads the rules resource.

#[derive(Resource)]
struct Ruleset {
    gravity: f32,
}

fn log_rules(rules: Res<Ruleset>) {
    let _gravity = rules.gravity;
}

pub struct HudPlugin;

impl Plugin for HudPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, log_rules);
    }
}

Fixed-step simulation reads Time<Fixed> and stays on FixedUpdate.

#[derive(Component)]
struct Falling;

fn fixed_step(time: Res<Time<Fixed>>, mut bodies: Query<&mut Transform, With<Falling>>) {
    let step = time.delta_secs();
    for mut transform in &mut bodies {
        transform.translation.z += step;
    }
}

pub struct FixedRulesPlugin;

impl Plugin for FixedRulesPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(FixedUpdate, fixed_step);
    }
}

fixed_step owns Falling in this module. The startup example uses its own Falling marker.

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 value stored off 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 process-global static for app data. WHY: a Resource on the App is the single owner, and systems borrow it through Res or ResMut.
  • No invented plugin lists beyond DefaultPlugins and the Plugin trait the Resources page uses. 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 0.20.0. Permalinks stay unversioned.

Official Documentation

  • Apps - App, World, resources, Schedule, plugins.
  • Resources - Resource, insert_resource, Plugin::build, DefaultPlugins, Time.
  • Quick Start: ECS - Startup, Update, add_systems, .chain().
  • Examples - Example tree on the latest branch.
Prerequisites
Complements
Downstream / consumers
  • Save, audio, and scene skills cover persistence, playback, and scene spawn.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-app-resources 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.