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Bevy Asset Scenes Agent Skill

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.

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SKILL.md, read when the skill is used
2
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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-asset-scenes

What comes with it

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

The instruction itself

15 sections, as written by the author

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

| Need | Do this |

| --- | --- |

| Load a file | AssetServer::load returns a Handle |

| Wait until ready | is_loaded_with_dependencies before a state change |

| Spawn a scene now | spawn_scene only after dependencies are loaded |

| Spawn when ready | queue_spawn_scene (SpawnScene sits between Update and PostUpdate) |

| Children in that scene | Children inside bsn! |

| Change one entity's mesh | Swap 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

| 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 | One script that owns the whole actor |

| 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 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.
Prerequisites
Complements
Downstream / consumers
Master

How to use it

Copy the folder

Take thedivergentai/bevy-asset-scenes 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.