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Bevy Debugging Profiling Agent Skill

Bevy ECS skill for logs and diagnostics. Keywords: Bevy, LogPlugin, DiagnosticsPlugin, FrameTimeDiagnosticsPlugin.

2k 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-debugging-profiling

What comes with it

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

The instruction itself

16 sections, as written by the author

Bevy debugging and profiling

When to use

Load this when a running app should print logs or record frame time, entity count, or process CPU and memory.

ECS shape

  • Logs: LogPlugin is part of DefaultPlugins. Override it with DefaultPlugins.set(LogPlugin { level, filter, .. }). The page's example uses Level::DEBUG and a filter string such as wgpu=error,bevy_render=info,bevy_ecs=trace. The same filter works as RUST_LOG. To bring your own collector, disable this plugin on DefaultPlugins.
  • Diagnostics core: DiagnosticsPlugin adds the core resources. DiagnosticsStore holds the collection. Diagnostic is a timeline of DiagnosticMeasurement values addressed by DiagnosticPath. RegisterDiagnostic adds register_diagnostic on App.
  • Built-in plugins: FrameTimeDiagnosticsPlugin adds frame time, fps, and frame count. EntityCountDiagnosticsPlugin adds an entity count. SystemInformationDiagnosticsPlugin adds cpu_usage and mem_usage percent. LogDiagnosticsPlugin prints diagnostics to the console. FrameCount / FrameCountPlugin count frames since start.
  • Order: the log-diagnostics example adds these plugins after DefaultPlugins because they use the time plugin for timestamps.
  • Schedule: built-in plugins measure on their own. Read DiagnosticsStore when a HUD needs the latest sample. Register a Diagnostic only for a value you measure yourself.

Examples

[dependencies]
bevy = "0.20"

LogPlugin ships inside DefaultPlugins. Replace its level and filter when the default info stream is too quiet or too loud.

use bevy::log::{Level, LogPlugin};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(LogPlugin {
            filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".into(),
            level: Level::DEBUG,
            ..default()
        }))
        .run();
}

Frame time, entity count, process CPU and memory, and a console dump are four plugins. Add them after DefaultPlugins so timestamps exist.

use bevy::diagnostic::{
    EntityCountDiagnosticsPlugin, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin,
    SystemInformationDiagnosticsPlugin,
};

fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins,
            FrameTimeDiagnosticsPlugin::default(),
            EntityCountDiagnosticsPlugin {
                max_history_length: 60,
            },
            SystemInformationDiagnosticsPlugin,
            LogDiagnosticsPlugin::default(),
        ))
        .run();
}

A HUD reads the smoothed frame-time sample from the store. The path constants live on the plugin that recorded them.

use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};

fn read_frame_time(store: Res<DiagnosticsStore>) {
    let Some(frame) = store.get(&FrameTimeDiagnosticsPlugin::FRAME_TIME) else {
        return;
    };
    let Some(ms) = frame.smoothed() else {
        return;
    };
    info!("frame {ms:.2} ms");
}

A custom counter is a DiagnosticPath plus register_diagnostic. One system writes the measurement; nothing else mutates that path.

use bevy::diagnostic::{Diagnostic, DiagnosticPath, Diagnostics, RegisterDiagnostic};

const LIVE_ENEMIES: DiagnosticPath = DiagnosticPath::const_new("game/live_enemies");

#[derive(Component)]
struct Enemy;

fn install(app: &mut App) {
    app.register_diagnostic(Diagnostic::new(LIVE_ENEMIES).with_max_history_length(60));
}

fn measure_enemies(mut diagnostics: Diagnostics, enemies: Query<(), With<Enemy>>) {
    let count = enemies.iter().count() as f64;
    diagnostics.add_measurement(&LIVE_ENEMIES, || count);
}

Scope

  • Per-system flame graphs and Tracy stay outside this skill. LogPlugin covers level and filter.
  • Custom measurements use Diagnostic, DiagnosticPath, and register_diagnostic as in the example above.
  • This skill does not forward diagnostics into the render app.

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 mutable blob shared by every 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 | Read the official Bevy pages | 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 Tracy or external profiler setup this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No third-party profiling crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.

Official Documentation

Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-debugging-profiling 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.