How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-input-handlingBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Bevy input handling
When to use
Load this when a system should read keyboard, mouse, or gamepad state. The bevy::input module (docs.rs latest, crate 0.20.0) is the source for the names below.
ECS shape
- Plugin:
InputPluginadds input from keyboard, mouse, gamepad, and touch. It ships inside the usual app plugins.InputSystemslabels the systems that refresh that data. - Keyboard resource:
Res<ButtonInput<KeyCode>>.KeyCodeis the physical key (layout-stable).Res<ButtonInput<Key>>is the logical key. The keyboard example usespressed,just_pressed, andjust_released. - Mouse:
mouse_button_input_systemwritesButtonInput<MouseButton>fromMouseButtonInput.AccumulatedMouseMotionandAccumulatedMouseScrollare resources reset every frame.MouseMotionandMouseWheelare the underlying events. - Gamepad:
Gamepadstores a connected pad's metadata (GamepadButton,GamepadAxis). Connection and axis changes arrive asGamepadConnectionEvent,GamepadAxisChangedEvent, andGamepadButtonChangedEvent.GamepadRumbleRequestis the force-feedback event. - Schedule: read these resources from a system on
Update(or a schedule you already chain). Do not invent an input-map resource.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Action just pressed | ButtonInput::just_pressed on KeyCode or MouseButton |
| Action held | ButtonInput::pressed |
| Physical WASD vs symbol keys | KeyCode for location, Key for the character |
| Mouse look delta | AccumulatedMouseMotion (reset each frame) |
| Controller | Gamepad plus the gamepad events listed above |
Scope
- Touch and gesture modules are listed on the input index. Check those pages for event fields before writing them.
- Check the input docs for a project-wide action-map resource (named actions, rebinding) before writing one.
- Check the input docs for glyphs and device prompts before writing them.
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 input-map, event, or device types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No APIs this file did not open (
pressed,just_pressed,just_releasedare the button methods cited). WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No third-party input crates. 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.
- bevy::input -
ButtonInput,InputPlugin, device modules. - ButtonInput -
pressed,just_pressed,just_released,KeyCodeandKey. - Mouse -
MouseButton, motion and scroll resources. - Gamepad -
Gamepadand connection events. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Who owns which piece of state.
- bevy-ecs-composition - Systems and
Query.
Complements
- bevy-character-movement - Motion that consumes this input on the fixed timestep.
- bevy-camera-systems - Viewpoint that may read mouse motion.
- godot-input-handling - Equivalent Godot skill.
Downstream / consumers
- bevy-audio-systems - The audio control example reads
ButtonInput<KeyCode>to pause and mute.
Master
- bevy-master - Bevy router.


