Place Bevy 0.20 gameplay data on a Component or a Resource. Use when choosing Query versus Res/ResMut, insert_resource, Time and Timer, or a RON/asset handle stored once for the app. Keywords: Bevy, Resource, Res, ResMut, Component, Timer, AssetServer.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-data-resources
Load this when you are deciding where a piece of data lives: on many entities, or once for the whole app. The Resources page and the ECS page are the source for the names below.
Component, Query). Use them when many things carry the same kind of fields.Resource). The Resources page names elapsed time, asset collections, and renderers as examples. Access them with Res<T> (read) and ResMut<T> (write).insert_resource places a resource on the App. The page's sample derives Resource on GreetTimer(Timer) and inserts Timer::from_seconds(2.0, TimerMode::Repeating).Time is inserted by add_plugins(DefaultPlugins). time.delta() is the elapsed time since the last update. Timer::tick and just_finished are the page's timer methods.Res<Time> and ResMut<GreetTimer> inside an Update system. Startup versus update is on the ECS page.A resource can hold asset handles loaded through AssetServer. The handles are data; the loader stays on the asset server.
| Need | Bevy idiom |
| --- | --- |
| Data on one gameplay thing | A Component |
| One copy for the whole app | A Resource inserted with insert_resource |
| Shared clock | Time from DefaultPlugins, or your own Resource |
| Authored data file | serde plus ron::from_str into a Resource, or Handle<Mesh> from AssetServer |
insert_resource calls are in the examples below.[package]
name = "data-resources"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
ron = "0.10"
One greet timer resource, ticked from Time on Update.
#[derive(Resource)]
struct GreetTimer(Timer);
fn greet(time: Res<Time>, mut timer: ResMut<GreetTimer>) {
timer.0.tick(time.delta());
if timer.0.just_finished() {
let _ready = true;
}
}
pub struct GreetPlugin;
impl Plugin for GreetPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(GreetTimer(Timer::from_seconds(2.0, TimerMode::Repeating)))
.add_systems(Update, greet);
}
}
fn main() {
App::new().add_plugins(DefaultPlugins).add_plugins(GreetPlugin).run();
}
Per-entity speed stays a component. The shared multiplier stays a resource.
#[derive(Component)]
struct BaseSpeed(f32);
#[derive(Component)]
struct Speed(f32);
#[derive(Resource)]
struct SpeedScale(f32);
fn scale_speed(scale: Res<SpeedScale>, mut bodies: Query<(&BaseSpeed, &mut Speed)>) {
for (base, mut speed) in &mut bodies {
speed.0 = base.0 * scale.0;
}
}
pub struct SpeedPlugin;
impl Plugin for SpeedPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SpeedScale(1.0))
.add_systems(Startup, |mut commands: Commands| {
commands.spawn((BaseSpeed(4.0), Speed(4.0)));
})
.add_systems(Update, scale_speed);
}
}
Load a scene handle into a resource, and parse a RON table into another.
use serde::Deserialize;
#[derive(Resource)]
struct LevelAssets {
mesh: Handle<Mesh>,
}
#[derive(Deserialize, Resource)]
struct Tuning {
speed: f32,
}
fn load_level(mut commands: Commands, assets: Res<AssetServer>) {
commands.insert_resource(LevelAssets {
mesh: assets.load("models/gate.glb#Mesh0/Primitive0"),
});
}
fn tuning_from_ron(raw: &str) -> Result<Tuning, ron::error::SpannedError> {
ron::from_str(raw)
}
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.
| 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.
| If you need | Do this | Do not |
| --- | --- | --- |
| Per-entity data | Component + Query | One struct that stores every entity's fields |
| 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 | Read the linked Bevy pages | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.Resource. WHY: app-wide data is a Resource inserted on the App or Commands.The library pin on bevy-master stays 0.20.0. Official links stay on the unversioned learn pages.
Resource, Res, ResMut, insert_resource, Time, Timer, TimerMode.Component and Query for per-entity data.World.latest branch.Take thedivergentai/bevy-data-resources from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.