Verwendung
- Installationsbefehl kopieren und das Quellpaket vor der Installation in der eigenen Agentenumgebung prüfen.
- Benötigte Werkzeuge, Zugangsdaten und Hosts im Original prüfen.
- Eingabe und gewünschtes Ergebnis beschreiben und die Ausgabe mit den Quellen abgleichen.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-ai-navigationVor dem Start
- Die Installation umfasst weder Modellabo noch API-Kontingent oder Dateizugriffsrechte.
- Sterne und Installationen zeigen Aktivität, keine unabhängige Qualitäts- oder Sicherheitsprüfung.
Aus dem Quell-Repository gerendert; Überschriften, Beispiele, Code, Tabellen, Links und Bilder bleiben erhalten.
Bevy AI navigation
When to use
Load this when an actor must chase, patrol, or wait, and you need to see which Bevy skill owns the next step. Path data and any future nav crate stay on bevy-navigation. Transform integration stays on bevy-character-movement. Line-of-sight sensors stay on bevy-spatial-queries until a solver exists.
ECS shape
- Components: a mode flag can be an enum
Component(see bevy-state-machines for the pattern). Goal position can be your own component. No agent, radius, or layer type was opened. - Resources: a shared patrol table can be a
Resourceyou define. No navigation resource was opened. - Systems: read the mode and write a desired velocity or waypoint on
UpdateorFixed. Use.chain()so policy runs before movement. Do not name a Godot-style agent callback. - Schedule:
Fixed/FixedMainwhen the result feeds the movement step.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Chase vs patrol | Enum component plus a system. Not a navigation agent |
| Retarget throttle | Your timer resource or a fixed-step counter. Check the navigation docs before assuming a retarget API. |
| Crowd / avoidance | Crowd and avoidance belong on bevy-navigation. Check that skill before naming radii. |
| Bake vs obstacle | Bake and obstacle handling belong on bevy-navigation. |
| Line of sight | Line of sight belongs on bevy-spatial-queries. |
Scope
- No Bevy navigation module was opened, so node-agent versus server, bake, links, and layers have no Bevy names.
- Sensors that need a cast belong with bevy-physics-2d and bevy-physics-3d once you choose a physics solver.
- Formations and stuck recovery are design notes only.
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 Godot node script |
| 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 onlatest; 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 navigation agent or server types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No named third-party navigation or physics crate. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented path, bake, or avoidance APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.
Official Documentation
- Migration guides - Unversioned hop index.
- bevy crate - Unversioned API index. No AI navigation module was opened.
- Assets - Official asset catalog. No AI plugin was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component,Resourcepairing via bevy-data-resources, systems, and.chain(). - bevy::state - App states are not per-entity patrol modes. Per-entity flags stay components (bevy-state-machines).
Related Skills
Prerequisites
- bevy-master - ECS ownership.
- bevy-navigation - Paths and navigation meshes.
- bevy-state-machines - Enum components for a mode flag.
Complements
- bevy-character-movement - Integrates a waypoint or velocity.
- bevy-spatial-queries - Sensors and spatial queries.
- godot-ai-navigation - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.

