Bevy ECS hub for Bevy 0.20+. Use when starting a Bevy game, choosing ECS boundaries, or picking a Bevy skill. Keywords: Bevy, ECS, bevy-master, schedules, plugins.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-master
ECS hub for Bevy 0.20+. Start here to set up a Bevy app, decide which components, resources, and systems own each piece of state, and load the right Bevy skill for the job.
Target: Bevy 0.20+ (tested against 0.20.0).
For every piece of state, name:
Schedules replace a scene tree. Do not add an autoload, a signal bus, or a Node layer cake.
The Quick Start ECS page defines entities, components (Component), systems as functions, Query, Commands, Startup, and Update, plus .chain() for order. Messages, observers, resources, and app states are covered in their own skills. See those files before calling a type.
| Scenario | Route |
| --- | --- |
| New Bevy app, ECS boundaries, which skill to load | This hub, then the module directory below |
| New crate, Cargo features, feature folders | bevy-project-foundations |
| Entity composition, components, systems | bevy-ecs-composition |
| Messages, events, observers | bevy-events-messaging |
| Components and resources as data | bevy-data-resources |
| App states or a per-entity mode flag | bevy-state-machines |
| App-wide resources and schedules | bevy-app-resources |
| Character movement | bevy-character-movement |
| 3D physics | bevy-physics-3d |
| 2D physics | bevy-physics-2d |
| Ray, overlap, or physics pick | bevy-spatial-queries |
| Navigation mesh or path data | bevy-navigation |
| Chase, patrol, retarget | bevy-ai-navigation |
| Seeded level or loot layout | bevy-procedural-generation |
| Keyboard, mouse, gamepad | bevy-input-handling |
| 2D or 3D camera entity | bevy-camera-systems |
| Play or control a clip | bevy-audio-systems |
| Load assets or spawn a scene | bevy-asset-scenes |
| Player save slot | bevy-save-load |
| Logs and frame diagnostics | bevy-debugging-profiling |
| Parallelism, fixed step, handle lifetime | bevy-performance |
| cargo test | bevy-testing-patterns |
| Clips, blend graphs, sprites, lights, materials, UI, or a genre loop | Module directory below |
Data that is not simulated can be a plain Rust struct or a resource. The Quick Start treats resources as app-wide data. A score or a seed is one Resource inserted at startup. Do not copy a Godot Object / RefCounted / Resource / Node table into Bevy.
(a) App scaffold. App::new(), plugins, schedules, and states. The plugins page documents Plugin, DefaultPlugins, MinimalPlugins, and add_plugins. The bevy 0.20.0 crate docs list a bevy_state feature ("built in global state machines"). States, init_state, and OnEnter are the state API. Do not invent a plugin list beyond DefaultPlugins / MinimalPlugins.
(b) Entity. Components plus systems. Movement belongs on a fixed timestep. bevy::time 0.20.0 documents Fixed ("fixed timestep game clock") and run_fixed_main_schedule (FixedMain). Do not invent a schedule label beyond those names.
(c) Data. Components and resources. Not .tres files.
(d) Performance. The ECS page states systems run in parallel by default when they can, and .chain() forces order. Frame-time diagnostics and handle lifetimes are on bevy-performance. No numeric budget is stated on those pages.
[package]
name = "bevy-app"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
A new app adds DefaultPlugins, inserts one resource, and spawns the player on startup.
#[derive(Resource)]
struct Score(u32);
#[derive(Component)]
struct Player;
fn spawn_player(mut commands: Commands) {
commands.insert_resource(Score(0));
commands.spawn((Player, Transform::from_xyz(0.0, 0.0, 0.0)));
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, spawn_player)
.run();
}
Input writes velocity. Movement writes Transform. They share Player data, so they are chained on FixedUpdate.
#[derive(Component)]
struct Velocity(Vec2);
fn read_input(
keys: Res<ButtonInput<KeyCode>>,
mut players: Query<&mut Velocity>,
) {
for mut velocity in &mut players {
let mut dir = Vec2::ZERO;
if keys.pressed(KeyCode::KeyA) {
dir.x -= 1.0;
}
if keys.pressed(KeyCode::KeyD) {
dir.x += 1.0;
}
if keys.pressed(KeyCode::KeyW) {
dir.y += 1.0;
}
if keys.pressed(KeyCode::KeyS) {
dir.y -= 1.0;
}
velocity.0 = dir.normalize_or_zero() * 4.0;
}
}
fn apply_velocity(
time: Res<Time<Fixed>>,
mut players: Query<(&Velocity, &mut Transform)>,
) {
let dt = time.delta_secs();
for (velocity, mut transform) in &mut players {
transform.translation.x += velocity.0.x * dt;
transform.translation.y += velocity.0.y * dt;
}
}
pub struct MovementPlugin;
impl Plugin for MovementPlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, (read_input, apply_velocity).chain());
}
}
AppState is a global state. Entering Playing runs the spawn system once.
#[derive(States, Debug, Clone, PartialEq, Eq, Hash, Default)]
enum AppState {
#[default]
Loading,
Playing,
}
#[derive(Component)]
struct Player;
fn enter_playing(mut commands: Commands) {
commands.spawn((Player, Transform::from_xyz(0.0, 0.0, 0.0)));
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<AppState>()
.add_systems(OnEnter(AppState::Playing), enter_playing)
.run();
}
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 | A Godot node script |
| 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.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.Domain skills:
Rendering and animation:
Gameplay:
UI, platforms, adapts, templates:
Genre routers:
bevy crate - Unversioned API index. Feature samples on the pinned page may still show older version strings.latest branch, not a release tag./learn/book/ path returned 404 on 2026-10-11.Query, Commands, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.bevy::time - Fixed and run_fixed_main_schedule (FixedMain)..chain().Message readers and Event observers.Component versus Resource.bevy::state and per-entity mode flags.Startup / Update.ButtonInput, mouse, and gamepad.Camera2d and Camera3d.AudioPlayer and AudioSink.AssetServer and spawn_scene.LogPlugin and diagnostics plugins.cargo test. Not GdUnit.Cipher rule titles only: runtime gameplay is Rust; do not pull Godot types into Bevy crates.
App docs for state-installation method names before writing them.bevy = "0.19" while crates.io latest is 0.20.0. Pin 0.20.0 from crates.io and the Bevy API reference, not from that stale snippet.version = "0.18" in one sample. That sample is not the pin.Take thedivergentai/bevy-master 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.