Cómo usar
- Copia el comando y revisa el paquete antes de instalarlo en tu entorno de agente.
- Consulta las herramientas, credenciales y entornos necesarios en el documento original.
- Describe las entradas y el resultado deseado; contrasta la salida con las fuentes.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-character-movementAntes de empezar
- La instalación no incluye suscripción al modelo, cuota API ni permisos sobre tus archivos.
- Las estrellas e instalaciones reflejan actividad, no una prueba independiente de calidad o seguridad.
Contenido del repositorio de origen con títulos, ejemplos, código, tablas, enlaces e imágenes preservados.
Bevy character movement
When to use
Load this when a Bevy app needs a player or actor that moves in discrete steps (walk, jump feel, ground check) and you need the ECS shape before any solver code exists. Coyote time and a jump buffer are design notes. They are not a node port.
ECS shape
- Components own pose and intent: position, velocity, and a jump-buffer or coyote timer as data. The Quick Start ECS page shows components as Rust structs that derive
Component. - Resources own clocks and tuning shared by every mover.
bevy::time0.20.0 documentsTime,Fixed(fixed timestep clock), andVirtual. - Systems read intent and write velocity or position. Register them on the fixed schedule, not on a per-node physics callback.
- Schedule:
run_fixed_main_schedulerunsFixedMainfrom virtual time (bevy::time0.20.0). Order dependent systems with.chain()(ECS page). Do not paste a Godot physics-process function.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Body that you move yourself | Entity with movement components and a system |
| Step that should stay stable when frame time changes | System on the fixed timestep (Fixed / FixedMain) |
| Coyote time, jump buffer | Timer data on the entity or a small resource, consumed by the movement system |
| Collision response | Collision response belongs on bevy-physics-3d. |
Scope
- Check the
bevy0.20.0 crate docs for a character-controller type before writing one. The feature list has no physics solver. - Do not call
move_and_slide,_physics_process, orCharacterBody2D. - Ground detection, shape casts, and collision layers are unverified. Do not invent query APIs.
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 step locomotion on raw
Updatewhen the step must stay stable. WHY:bevy::timedocumentsFixedandrun_fixed_main_schedule(FixedMain) for a fixed clock. - Do not call
move_and_slide,_physics_process, orCharacterBody2D. WHY: those are Godot types. This skill only owns ECS movement data. - Do not invent a character-controller or shape-cast API. Check the
bevycrate docs for a controller type before writing one. - Do not mutably query the same movement component from two unordered systems. WHY: systems run in parallel unless
.chain()orders them.
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.
- Examples - Example tree on the
latestbranch. - Quick Start: ECS - Entities,
Component, systems,Query,Commands, and.chain(). - bevy::time -
Time,Fixed, andrun_fixed_main_schedule(FixedMain).
Related Skills
Prerequisites
- bevy-master - ECS ownership, schedules, and which Bevy skill to load.
Complements
- bevy-physics-3d - Collision and physics solvers. Player motion stays in this skill.
- godot-characterbody-2d - Equivalent Godot skill. Do not import Godot types.
Downstream / consumers
- Genre skills cover loop and encounter design.
Master
- bevy-master - Bevy router.

