Bevy ECS skill for messages and observers. Keywords: Bevy, Message, Event, Observer.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-events-messaging
Load this when one system should notice that something happened without storing that fact on every entity. Pick the mechanism from the pages below. Do not invent a third channel.
Message is a buffered message for pull-based handling. MessageWriter writes. MessageReader reads and tracks what it already saw. Messages holds what occurred within the last two updates. Register the type with App::add_message. The engine updates the buffer; gameplay systems only write and read.Event, add an observer, trigger. Commands::trigger and World::trigger run observers immediately inside the call. On<E> is the system parameter. Event::Trigger defaults to GlobalTrigger for derived events.Observer is a component that holds a system. EntityEvent targets one entity: the event carries the entity field, and On::event_target returns it.StateTransitionEvent<S> fires when state S changes. That type lives with states. See bevy-state-machines.[dependencies]
bevy = "0.20"
A hit is a fact other systems poll. Register the message, write it from the strike system, and read it later in the same schedule. add_message keeps the double-buffered queue.
#[derive(Message)]
struct Hit {
amount: i32,
}
fn install(app: &mut App) {
app.add_message::<Hit>()
.add_systems(Update, (deal, apply).chain());
}
fn deal(mut hits: MessageWriter<Hit>) {
hits.write(Hit { amount: 12 });
}
fn apply(mut hits: MessageReader<Hit>) {
for hit in hits.read() {
info!("hit {}", hit.amount);
}
}
A shout should run listeners now. Derive Event, observe with On<Shout>, and trigger. The observer runs inside trigger before the system returns.
#[derive(Event)]
struct Shout {
text: String,
}
fn listen(shout: On<Shout>) {
info!("{}", shout.event().text);
}
fn setup(mut commands: Commands) {
commands.spawn(Observer::new(listen));
commands.trigger(Shout {
text: "round".into(),
});
}
An entity-targeted event names its target. event_target is that entity; the observer still runs immediately.
#[derive(EntityEvent)]
struct Stagger {
entity: Entity,
}
fn on_stagger(hit: On<Stagger>) {
info!("stagger {:?}", hit.event_target());
}
fn strike(mut commands: Commands, fighters: Query<Entity>) {
for entity in &fighters {
commands.trigger(Stagger { entity });
}
}
App::add_message before any MessageWriter or MessageReader.EntityEvent and Commands::trigger with the entity field set..chain() so the reader sees the write before the buffer updates.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 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.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.
Query, and where a buffered notice fits beside components.Event, EntityEvent, Observer, and trigger.latest branch.StateTransitionEvent for app-wide state changes.Take thedivergentai/bevy-events-messaging 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.