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Bevy Save Load Agent Skill

Persists a versioned Bevy Resource as RON when a SaveRequest exists. Use for player slots; scene spawn stays on bevy-asset-scenes. Keywords: Bevy, save, load, RON, serde, Resource, SaveRequest.

2.1k 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-save-load

What comes with it

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

The instruction itself

15 sections, as written by the author

Bevy save and load

When to use

Load this when a design asks to persist player progress. Route asset and scene spawning to bevy-asset-scenes. Keep save bytes as data you serialize yourself until a current docs page names a format.

ECS shape

  • What exists: app-wide progress is a Resource you serialize yourself. Level content loads through AssetServer and scene spawn (bevy-asset-scenes). A scene spawn is not a player slot.
  • Format: progress structs use serde and RON. The file holds primitives and a version field. Entity ids and asset handles stay out of the file.
  • Schedule: write the slot from an explicit request system. Do not write the file from every Update frame.

serde and ron sit beside Bevy. The progress type is a normal resource.

[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
ron = "0.10"
use serde::{Deserialize, Serialize};

#[derive(Resource, Clone, Serialize, Deserialize)]
struct Progress {
    version: u32,
    coins: u32,
    level: String,
}

fn fresh_progress() -> Progress {
    Progress {
        version: 2,
        coins: 0,
        level: "town".to_string(),
    }
}

Encode and decode are plain functions. Call them from the request system, not from a per-frame query.

use serde::{Deserialize, Serialize};

#[derive(Clone, Serialize, Deserialize)]
struct Progress {
    version: u32,
    coins: u32,
    level: String,
}

fn encode_slot(progress: &Progress) -> String {
    ron::ser::to_string_pretty(progress, ron::ser::PrettyConfig::default())
        .expect("progress encodes")
}

fn decode_slot(text: &str) -> Progress {
    ron::from_str(text).expect("progress decodes")
}

fn round_trip() {
    let saved = Progress {
        version: 2,
        coins: 4,
        level: "town".to_string(),
    };
    let loaded = decode_slot(&encode_slot(&saved));
    assert_eq!(loaded.coins, 4);
}

Older files omit version. Migration builds the current struct before anything inserts it.

use serde::{Deserialize, Serialize};

#[derive(Serialize, Deserialize)]
struct SaveV1 {
    coins: u32,
}

#[derive(Resource, Clone, Serialize, Deserialize)]
struct Progress {
    version: u32,
    coins: u32,
}

fn load_any(text: &str) -> Progress {
    if let Ok(current) = ron::from_str::<Progress>(text) {
        return current;
    }
    let legacy: SaveV1 = ron::from_str(text).expect("legacy slot");
    Progress {
        version: 2,
        coins: legacy.coins,
    }
}

The save system runs only while SaveRequest is present, then removes it. One system owns the resource and the disk write.

use serde::{Deserialize, Serialize};

#[derive(Resource, Clone, Serialize, Deserialize)]
struct Progress {
    version: u32,
    coins: u32,
}

#[derive(Resource)]
struct SaveRequest {
    path: String,
}

fn write_slot(progress: Res<Progress>, request: Res<SaveRequest>) -> std::io::Result<()> {
    let text = ron::ser::to_string(&*progress).expect("progress encodes");
    std::fs::write(&request.path, text)
}

fn save_when_asked(mut commands: Commands, progress: Res<Progress>, request: Option<Res<SaveRequest>>) {
    let Some(request) = request else {
        return;
    };
    let _ = write_slot(progress, request);
    commands.remove_resource::<SaveRequest>();
}

pub struct SavePlugin;

impl Plugin for SavePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(Progress {
            version: 2,
            coins: 0,
        })
        .add_systems(Update, save_when_asked);
    }
}

What to persist

| Need | Bevy idiom |

| --- | --- |

| Designer content | An asset Handle, or a Resource you own in code |

| Level instance | Scene spawn on bevy-asset-scenes |

| Player save slot | A versioned Resource written as RON when a SaveRequest exists |

Scope

  • The slot path, version field, and RON text live on Progress and SaveRequest above.
  • Scene spawn is not a save game. Do not treat bsn! as a user save.
  • A native std::fs write is the desktop slot. Web builds need a different storage story. Do not call std::fs and assume a browser has that path.

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 free-floating struct outside the World |

| 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.

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 engine config-file types in the slot. WHY: the slot is a versioned Resource encoded as RON.
  • No DynamicScene or scene-file writer this file does not list. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No third-party save crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20. Scene spawn is not a save format.

Official Documentation

  • Resources - App-wide data the slot serializes.
  • Examples - Example tree on the latest branch. Scene spawn lives with bevy-asset-scenes.
Prerequisites
Downstream / consumers
  • None until a save format is opened.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-save-load 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.