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Bevy State Machines Agent Skill

Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.

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-state-machines

What comes with it

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

What it tells the agent to use

found in the instruction text
Write writes files

The instruction itself

16 sections, as written by the author

Bevy state machines

When to use

Load this when the app needs a large-scale mode (paused, in a menu, loading) or when one entity needs a small mode flag. Use bevy::state for the first. Use a component for the second. Keep those two owners separate.

ECS shape

  • App states. bevy::state: states are app-wide finite state machines. Three types implement States.
  • Standard states change only by setting the NextState<S> resource.
  • SubStates also use NextState<S>, and are removed from the World when source states are not in the required state.
  • ComputedStates derive from other states through a compute method.
  • Transition schedules. OnEnter<S>, OnExit<S>, and OnTransition<S> run systems on matching transitions. StateTransitionEvent<S> fires when state S changes. Run conditions: in_state<S> and state_changed<S>.
  • Entity lifetime. DespawnOnEnter<S> and DespawnOnExit<S> despawn entities on those transitions (state_scoped).
  • Feature. bevy_state ships in the default bevy app plugins. Install a state with init_state.
  • Per-entity mode. Store an enum in a Component and branch in a system. That enum is not a States type.
[dependencies]
bevy = "0.20"

App modes are States. Gameplay systems use in_state. Pause writes NextState.

#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
enum AppMode {
    #[default]
    Menu,
    Play,
}

fn show_menu(mut commands: Commands) {
    commands.spawn((Name::new("menu"), DespawnOnExit(AppMode::Menu)));
}

fn spawn_player(mut commands: Commands) {
    commands.spawn((Name::new("player"), Transform::default()));
}

fn request_play(keys: Res<ButtonInput<KeyCode>>, mut next: ResMut<NextState<AppMode>>) {
    if keys.just_pressed(KeyCode::Enter) {
        next.set(AppMode::Play);
    }
}

pub struct ModePlugin;

impl Plugin for ModePlugin {
    fn build(&self, app: &mut App) {
        app.init_state::<AppMode>()
            .add_systems(OnEnter(AppMode::Menu), show_menu)
            .add_systems(OnEnter(AppMode::Play), spawn_player)
            .add_systems(Update, request_play.run_if(in_state(AppMode::Menu)));
    }
}

A pause flag exists only while AppMode::Play is active. SubStates removes it otherwise.

#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
enum AppMode {
    #[default]
    Menu,
    Play,
}

#[derive(SubStates, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
#[source(AppMode = AppMode::Play)]
enum Session {
    #[default]
    Running,
    Paused,
}

fn toggle_pause(
    keys: Res<ButtonInput<KeyCode>>,
    session: Res<State<Session>>,
    mut next: ResMut<NextState<Session>>,
) {
    if keys.just_pressed(KeyCode::Escape) {
        let flipped = match session.get() {
            Session::Running => Session::Paused,
            Session::Paused => Session::Running,
        };
        next.set(flipped);
    }
}

fn install_pause(app: &mut App) {
    app.add_sub_state::<Session>()
        .add_systems(Update, toggle_pause.run_if(in_state(Session::Running)));
}

One actor's stance is a component. It does not change the app state.

#[derive(Component, Clone, Copy, PartialEq, Eq)]
enum Stance {
    Idle,
    Attack,
}

fn begin_attack(keys: Res<ButtonInput<KeyCode>>, mut actors: Query<&mut Stance>) {
    if keys.just_pressed(KeyCode::KeyF) {
        for mut stance in &mut actors {
            *stance = Stance::Attack;
        }
    }
}

Choose the owner

| Need | Owner |

| --- | --- |

| App mode (menu, pause, play) | A States type and NextState<S> |

| Run logic only in one mode | in_state or an OnEnter / OnExit / OnTransition schedule |

| Child mode that exists only inside a parent mode | SubStates |

| Mode derived from other modes | ComputedStates |

| One actor's stance | An enum Component plus a system. Not States unless it is truly app-wide |

Scope

  • Install app modes with init_state. Install a child mode with add_sub_state.
  • OnEnter, OnExit, and in_state cover the schedules shown above.
  • A per-entity stance is the Stance component. Animation graphs belong on bevy-animation-graph.

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 value that is not 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 |

| 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 Godot animation-tree or node state-machine types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No invented App state-setup methods. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0.

Official Documentation

  • Quick Start: ECS - Component and Query for a per-entity mode flag.
  • Examples - Example tree on the latest branch. State examples live in that tree.
Prerequisites
Complements
Downstream / consumers
Master

How to use it

Copy the folder

Take thedivergentai/bevy-state-machines 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.