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Bevy Spatial Queries Skill for Cursor

Answer Bevy 0.20 line-of-sight, radius, and cursor picks with Transform distance and facing. Use when a design needs a probe and collider casts belong on the physics skills. Keywords: Bevy, spatial query, viewport_to_world_2d, GlobalTransform, facing, radius.

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SKILL.md, read when the skill is used
2
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plus reference files
0
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how many repositories repackaged it
854
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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-spatial-queries

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy spatial queries

When to use

Load this when a design needs line of sight, a volume overlap, a ground probe, or a mouse pick. Screen-to-2D-world mapping that does not hit a collider is a camera helper, not a physics query.

ECS shape

  • Components own a probe radius or a facing marker. Positions come from GlobalTransform.
  • Camera pick: Camera::viewport_to_world_2d with GlobalTransform maps a cursor to a 2D world point. That is a camera map, then a distance test against sprites. See bevy-camera-systems.
  • Systems read transforms after movement. Chain the probe after the system that writes Transform when both run in the same schedule.

Probe choice

| Need | Bevy path |

| --- | --- |

| Collider cast or sweep | bevy-physics-2d or bevy-physics-3d. This skill measures distance and facing with Transform. |

| Pointer in the 2D world | viewport_to_world_2d, then the nearest entity inside a radius. |

| Exclude the caster | Skip the probe Entity when comparing distances. |

| View cone | Dot the view forward with the direction to the target and compare against a cosine threshold. |

Scope

  • Stock Bevy measures points, radii, and facing. Collider casts, sweeps, and normals stay on bevy-physics-2d and bevy-physics-3d.
  • A probe never reports itself. Compare Entity before accepting a hit.
  • Chain the probe after movement so it reads the transforms written this frame.

Examples

[dependencies]
bevy = "0.20"

Map the cursor into the world, then keep the closest marker inside the pick radius.

#[derive(Component)]
struct Pickable;

use bevy::window::PrimaryWindow;

fn pick_nearest(
    windows: Query<&Window, With<PrimaryWindow>>,
    cameras: Query<(&Camera, &GlobalTransform), With<Camera2d>>,
    targets: Query<(Entity, &GlobalTransform), With<Pickable>>,
) {
    let Ok(window) = windows.single() else {
        return;
    };
    let Ok((camera, camera_tf)) = cameras.single() else {
        return;
    };
    let Some(cursor) = window.cursor_position() else {
        return;
    };
    let Ok(world) = camera.viewport_to_world_2d(camera_tf, cursor) else {
        return;
    };
    let mut best: Option<(Entity, f32)> = None;
    for (entity, transform) in &targets {
        let point = transform.translation().truncate();
        let distance = point.distance(world);
        if distance > 24.0 {
            continue;
        }
        if best.is_none_or(|(_, so_far)| distance < so_far) {
            best = Some((entity, distance));
        }
    }
    let _hit = best.map(|(entity, _)| entity);
}

A radius probe lists other entities inside its range and skips its own entity.

#[derive(Component)]
struct Probe {
    radius: f32,
}

#[derive(Component)]
struct Body;

fn overlaps(
    probes: Query<(Entity, &GlobalTransform, &Probe)>,
    bodies: Query<(Entity, &GlobalTransform), With<Body>>,
) {
    for (probe_entity, probe_tf, probe) in &probes {
        for (body, body_tf) in &bodies {
            if body == probe_entity {
                continue;
            }
            let distance = probe_tf.translation().distance(body_tf.translation());
            if distance <= probe.radius {
                let _hit = body;
            }
        }
    }
}

Facing uses the view forward and a cosine limit. Movement writes Transform first. The sight test reads Transform in the next chained system, because GlobalTransform updates only after propagation.

#[derive(Component)]
struct Watcher {
    cos_limit: f32,
}

#[derive(Component)]
struct Mark;

fn advance(mut watchers: Query<&mut Transform, With<Watcher>>) {
    for mut transform in &mut watchers {
        transform.translation.x += 1.0;
    }
}

fn can_see(
    watchers: Query<(&Transform, &Watcher)>,
    marks: Query<&Transform, (With<Mark>, Without<Watcher>)>,
) {
    for (watcher_tf, watcher) in &watchers {
        let origin = watcher_tf.translation;
        let forward = watcher_tf.forward().as_vec3();
        for mark_tf in &marks {
            let to = mark_tf.translation - origin;
            let length = to.length();
            if length <= f32::EPSILON {
                continue;
            }
            let facing = forward.dot(to / length);
            if facing >= watcher.cos_limit {
                let _seen = true;
            }
        }
    }
}

pub struct SpatialPlugin;

impl Plugin for SpatialPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, (advance, can_see).chain());
    }
}

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 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 |

| Same-frame facing | advance then can_see with .chain() on Transform | Reading GlobalTransform in the system that just wrote Transform |

| Collider cast | bevy-physics-2d or bevy-physics-3d | An invented ray or mask API |

| 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 documentation | 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.
  • Do not read GlobalTransform in the same system that just wrote Transform. WHY: propagation has not run, so the global pose is still last frame.
  • No Avian, Rapier, or any other named physics crate as the chosen solver. WHY: collider casts stay on the physics skills; this skill uses transforms.
  • No invented intersect_ray or mask APIs. WHY: stock Bevy here is distance, radius, and a dot product.

Reference

Official links stay on unversioned latest pages. The library pin on bevy-master stays 0.20.0. No stock spatial-query module is used here.

Official Documentation

  • Assets - Official asset catalog. No query plugin was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Systems, Query, and .chain().
  • Quick Start: plugins - add_plugins without a chosen physics crate. viewport_to_world_2d is a camera map; details live on bevy-camera-systems.
Prerequisites
Complements
Downstream / consumers
Master

How to use it

Copy the folder

Take thedivergentai/bevy-spatial-queries 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.