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Bevy Navigation Skill for Cursor

Bevy ECS skill for navigation. Keywords: Bevy, navigation, pathfinding, ECS.

2.5k 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-navigation

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy navigation

When to use

Load this when agents need a path over walkable space before adding a crate. Movement of the actor after a path exists belongs on bevy-character-movement. Policy for chase, patrol, and retarget belongs on bevy-ai-navigation.

ECS shape

  • Components store the goal cell and the waypoint list for one agent.
  • Resources own the walk grid: width, height, and blocked cells.
  • Systems search on Update, then step along the path on FixedUpdate. .chain() keeps the new path visible before motion.
  • Schedule: search and follow stay on the app schedules above. Crowd policy stays on bevy-ai-navigation.

Ownership

| Need | Bevy shape |

| --- | --- |

| Agent | An entity with a goal and a waypoint list |

| Walkable space | A WalkGrid resource of blocked cells |

| Avoidance | Separation stays on bevy-ai-navigation |

| Next waypoint | AgentPath stepped on FixedUpdate |

Scope

  • A grid, a breadth-first search, and a follower are enough for walkable cells. Navmesh baking and crowd radius stay outside this skill.
  • Actor locomotion after a waypoint exists belongs on bevy-character-movement.

Examples

[package]
name = "navigation"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

The grid is a resource. Search writes waypoints. The follower consumes them on the fixed step.

use std::collections::VecDeque;

#[derive(Resource)]
struct WalkGrid {
    width: i32,
    height: i32,
    cell: f32,
    blocked: Vec<bool>,
}

#[derive(Component)]
struct GoalCell(i32, i32);

#[derive(Component)]
struct AgentPath {
    waypoints: Vec<Vec3>,
    index: usize,
}

fn cell_index(grid: &WalkGrid, x: i32, y: i32) -> Option<usize> {
    if x < 0 || y < 0 || x >= grid.width || y >= grid.height {
        return None;
    }
    Some((y * grid.width + x) as usize)
}

fn search(grid: &WalkGrid, start: (i32, i32), goal: (i32, i32)) -> Vec<Vec3> {
    let Some(start_i) = cell_index(grid, start.0, start.1) else {
        return Vec::new();
    };
    if grid.blocked[start_i] {
        return Vec::new();
    }
    let mut prev: Vec<Option<(i32, i32)>> = vec![None; grid.blocked.len()];
    let mut queue = VecDeque::new();
    prev[start_i] = Some(start);
    queue.push_back(start);
    while let Some((x, y)) = queue.pop_front() {
        if (x, y) == goal {
            break;
        }
        for (nx, ny) in [(x + 1, y), (x - 1, y), (x, y + 1), (x, y - 1)] {
            let Some(i) = cell_index(grid, nx, ny) else {
                continue;
            };
            if grid.blocked[i] || prev[i].is_some() {
                continue;
            }
            prev[i] = Some((x, y));
            queue.push_back((nx, ny));
        }
    }
    let Some(_) = cell_index(grid, goal.0, goal.1).filter(|i| prev[*i].is_some()) else {
        return Vec::new();
    };
    let mut cells = Vec::new();
    let mut cursor = goal;
    cells.push(cursor);
    while cursor != start {
        let Some(i) = cell_index(grid, cursor.0, cursor.1) else {
            break;
        };
        let Some(parent) = prev[i] else {
            break;
        };
        if parent == cursor {
            break;
        }
        cursor = parent;
        cells.push(cursor);
    }
    cells.reverse();
    cells
        .into_iter()
        .map(|(x, y)| Vec3::new(x as f32 * grid.cell, 0.0, y as f32 * grid.cell))
        .collect()
}

fn plan_paths(
    grid: Res<WalkGrid>,
    mut agents: Query<(&Transform, Ref<GoalCell>, &mut AgentPath)>,
) {
    let grid_changed = grid.is_changed();
    for (tf, goal, mut path) in &mut agents {
        if !grid_changed && !goal.is_changed() {
            continue;
        }
        let start = (
            (tf.translation.x / grid.cell).floor() as i32,
            (tf.translation.z / grid.cell).floor() as i32,
        );
        path.waypoints = search(&grid, start, (goal.0, goal.1));
        path.index = 0;
    }
}

fn follow_paths(time: Res<Time<Fixed>>, mut agents: Query<(&mut Transform, &mut AgentPath)>) {
    let step = 4.0 * time.delta_secs();
    for (mut tf, mut path) in &mut agents {
        let Some(goal) = path.waypoints.get(path.index).copied() else {
            continue;
        };
        let delta = goal - tf.translation;
        let dist = delta.length();
        if dist <= step || dist == 0.0 {
            tf.translation = goal;
            path.index += 1;
        } else {
            tf.translation += delta / dist * step;
        }
    }
}

pub struct NavigationPlugin;

impl Plugin for NavigationPlugin {
    fn build(&self, app: &mut App) {
        let width = 8;
        let height = 8;
        app.insert_resource(WalkGrid {
            width,
            height,
            cell: 1.0,
            blocked: vec![false; (width * height) as usize],
        })
        .add_systems(Update, plan_paths)
        .add_systems(FixedUpdate, follow_paths);
    }
}

Mark a cell blocked and give an agent a goal. Planning runs again because the grid resource changed.

#[derive(Resource)]
struct WalkGrid {
    width: i32,
    height: i32,
    cell: f32,
    blocked: Vec<bool>,
}

#[derive(Component)]
struct GoalCell(i32, i32);

#[derive(Component)]
struct AgentPath {
    waypoints: Vec<Vec3>,
    index: usize,
}

fn block_cell(mut grid: ResMut<WalkGrid>) {
    let x = 2;
    let y = 3;
    let i = (y * grid.width + x) as usize;
    if let Some(cell) = grid.blocked.get_mut(i) {
        *cell = true;
    }
}

fn spawn_agent(mut commands: Commands) {
    commands.spawn((
        Transform::from_xyz(0.0, 0.0, 0.0),
        GoalCell(5, 5),
        AgentPath {
            waypoints: Vec::new(),
            index: 0,
        },
    ));
}

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 | A field stored outside a component |

| 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 |

| A path over cells | WalkGrid plus breadth-first search | An engine navmesh type this crate does not ship |

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 navigation types from another engine. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No named third-party navigation crate as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No invented bake, avoidance, or path-query APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

Official links stay on bevy.org. The library pin on bevy-master stays 0.20. No navigation module was opened.

Official Documentation

  • Assets - Official asset catalog. No navigation plugin was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, Query, Commands, and .chain().
  • Quick Start: plugins - add_plugins without a chosen nav crate.
Prerequisites
Complements
Downstream / consumers
  • Genre skills route chase, patrol, and similar policies.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-navigation 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.