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Bevy UI Layout Agent Skill

Lays out Bevy HUD and menu nodes with Flexbox, CSS Grid, Button, and ImageNode. Use when spawning Node trees; text and theming stay on their own skills. Keywords: Bevy, UI, Node, Flexbox, GridTrack, Button, Pressed, ImageNode.

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-ui-layout

What comes with it

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

The instruction itself

16 sections, as written by the author

Bevy UI layout

When to use

Load this when laying out HUD or menu nodes. Text content stays on bevy-ui-text. Colors and widget styling stay on bevy-ui-theming.

ECS shape

  • Nodes: spawn Node entities. Children are child entities. Flexbox and CSS Grid are fields on Node.
  • Widgets: ui_widgets::Button plus the Pressed marker for the held state. ImageNode for a texture. Text content stays on bevy-ui-text.
  • Systems: layout is engine-owned. Game systems read Pressed and ComputedNode. They do not run a second layout pass.

A column fills the window. The button is a child with a fixed size. BackgroundColor is the fill. BorderRadius rounds the control.

use bevy::ui_widgets::Button;

fn spawn_menu(mut commands: Commands) {
    let root = commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            flex_direction: FlexDirection::Column,
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            row_gap: Val::Px(12.0),
            ..default()
        })
        .id();
    commands.spawn((
        Button,
        Node {
            width: Val::Px(180.0),
            height: Val::Px(48.0),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            border_radius: BorderRadius::all(CornerRadius::circular(Val::Px(6.0))),
            ..default()
        },
        BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
        ChildOf(root),
    ));
}

pub struct MenuPlugin;

impl Plugin for MenuPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_menu);
    }
}

One system writes BackgroundColor from the Pressed marker. That marker is the only signal this system reads, so it is the only writer of the button fill.

use bevy::ui::Pressed;
use bevy::ui_widgets::Button;

fn paint_buttons(mut buttons: Query<(&mut BackgroundColor, Has<Pressed>), With<Button>>) {
    for (mut color, pressed) in &mut buttons {
        *color = if pressed {
            BackgroundColor(Color::srgb(0.35, 0.75, 0.35))
        } else {
            BackgroundColor(Color::srgb(0.15, 0.15, 0.15))
        };
    }
}

A grid names its tracks on the parent. Each child sets grid_row and grid_column.

fn spawn_grid(mut commands: Commands) {
    let root = commands
        .spawn(Node {
            display: Display::Grid,
            width: Val::Percent(100.0),
            height: Val::Px(200.0),
            grid_template_columns: vec![GridTrack::flex(1.0), GridTrack::px(120.0)],
            grid_template_rows: vec![GridTrack::auto()],
            column_gap: Val::Px(8.0),
            ..default()
        })
        .id();
    commands.spawn((
        Node {
            grid_column: GridPlacement::start(1),
            grid_row: GridPlacement::start(1),
            ..default()
        },
        BackgroundColor(Color::srgb(0.2, 0.2, 0.4)),
        ChildOf(root),
    ));
}

An image is ImageNode plus a sized Node. The handle comes from AssetServer.

fn spawn_icon(mut commands: Commands, assets: Res<AssetServer>) {
    let image = assets.load("icons/sword.png");
    commands.spawn((
        ImageNode::new(image),
        Node {
            width: Val::Px(64.0),
            height: Val::Px(64.0),
            ..default()
        },
    ));
}

Widget map

| Need | Bevy idiom |

| --- | --- |

| Column or row | A Node entity. Children are child entities via ChildOf |

| Button | ui_widgets::Button plus the Pressed marker |

| Image | ImageNode sized by Node |

| Grid | Display::Grid, GridTrack, GridPlacement |

Scope

  • Flex fields used above: flex_direction, justify_content, align_items, row_gap. Grid fields: display, grid_template_columns, grid_template_rows, grid_column, grid_row.
  • bevy_feathers is a styled widget collection for editors. Game HUDs use Node, Button, and ImageNode.

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 control-tree anchors or container nodes. WHY: layout is Node fields, ChildOf, and ComputedNode.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.

Official Documentation

  • Assets - Official asset catalog.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
  • UI examples - Node, Flexbox, grid, buttons, and images.
Prerequisites
Complements
Downstream / consumers
Master

How to use it

Copy the folder

Take thedivergentai/bevy-ui-layout 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.