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npx skills add https://github.com/chrisgliddon/bevy-skills --skill bevy-ecs-componentsBefore you start
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Bevy 0.19 — ECS Components
When to use this skill
- Defining a new
Componentfor game state. - Bundling components via
#[require(...)](the modern replacement for "bundles"). - Reacting to component lifecycle: spawning, despawning, inserting, removing.
- Observers — reacting to entity-targeted events with
On<E>. - Choosing storage: Table (default, fast iteration) vs SparseSet (fast add/remove).
Canonical pattern
use bevy::prelude::*;
// 1. Plain components.
#[derive(Component, Default)]
struct Health(f32);
#[derive(Component)]
struct Velocity(Vec3);
// 2. Required components — spawning `Player` auto-spawns the rest.
// `#[require]` accepts `Type` (Default), `Type(args)` (tuple constructor),
// or `Type = expression`.
#[derive(Component)]
#[require(Health = Health(100.0), Velocity = Velocity(Vec3::ZERO), Transform)]
struct Player;
// 3. Sparse storage for components added/removed every frame (e.g. tags
// flipped by gameplay). Default Table storage is faster to iterate.
#[derive(Component)]
#[component(storage = "SparseSet")]
struct Stunned;
// 4. An entity-targeted event reacted to by observers.
#[derive(EntityEvent)]
struct Damage {
entity: Entity, // EntityEvent requires an `entity` field.
amount: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, spawn_player)
.add_systems(Update, deal_damage)
.add_observer(on_damage)
.run();
}
fn spawn_player(mut commands: Commands) {
commands.spawn(Player);
}
fn deal_damage(mut commands: Commands, query: Query<Entity, With<Player>>) {
for entity in &query {
commands.trigger(Damage { entity, amount: 10.0 });
}
}
// Observer parameter is `On<E>`, not `Trigger<E>` (renamed in 0.17, PR #19596).
fn on_damage(damage: On<Damage>, mut query: Query<&mut Health>) {
let event = damage.event();
if let Ok(mut hp) = query.get_mut(event.entity) {
hp.0 -= event.amount;
}
}Bevy 0.19 gotchas
- `Trigger<E>` is gone. Observer params are
On<E>in 0.17+. Methods:event(),event_mut(),observer(),original_event_target(),propagate(bool). - `EntityEvent::set_target` requires
use bevy::ecs::entity::SetEntityEventTarget;— not in the prelude. - Storage choice is irrevocable: it is compiled into the component. SparseSet is designed for frequent insertion/removal; Table is the default and usually iterates faster. Benchmark the real workload before changing storage.
- `#[require(T)]` runs `T::default()`. If
T: !Default, use#[require(T = expression)]or#[require(T = T::new(...))]. - Required components are recursive. If
ArequiresBandBrequiresC, insertingAalso insertsC. A constructor specified directly byAwins over an inherited constructor; requirement cycles are invalid. - `Replace` became `Discard` in 0.19. Use hooks
on_add,on_insert,on_discard, andon_remove; the derive attribute is#[component(on_discard = path)]. - Hooks run inside
Worldmutations, cannot take arbitrarySystemParams, and cannot despawn the entity they fire on. Use observers when you need flexibility. - `Resource` is now a `Component` subtrait. Do not derive both. Each resource value lives as a component on a resource entity, and inserting another value of the same resource type can move which entity owns the singleton; keep ordinary entity components and global resources as distinct types unless that behavior is intentional.
- `Bundle` derive still exists but most use-cases are better served by
#[require(...)]on a "marker" component, which keeps the spawn surface ergonomic.
See also
bevy-ecs-queries— reading components back out.bevy-ecs-systems— observers are themselves systems.bevy-migration-0-17-to-0-18— fullTrigger→Onand event→message rename map.bevy-migration-0-18-to-0-19—Discardlifecycle events and resources-as-components.

