Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-data-resourcesAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
Bevy data resources
When to use
Load this when you are deciding where a piece of data lives: on many entities, or once for the whole app. The Resources page and the ECS page are the source for the names below.
ECS shape
- Components are for data you query across entities (
Component,Query). Use them when many things carry the same kind of fields. - Resources are globally unique data (
Resource). The Resources page names elapsed time, asset collections, and renderers as examples. Access them withRes<T>(read) andResMut<T>(write). - Insert.
insert_resourceplaces a resource on theApp. The page's sample derivesResourceonGreetTimer(Timer)and insertsTimer::from_seconds(2.0, TimerMode::Repeating). - Time.
Timeis inserted byadd_plugins(DefaultPlugins).time.delta()is the elapsed time since the last update.Timer::tickandjust_finishedare the page's timer methods. - Schedule: The sample reads
Res<Time>andResMut<GreetTimer>inside anUpdatesystem. Startup versus update is on the ECS page.
Check the asset docs for loader APIs before writing them. "Asset collections" on the Resources page is an example of what a resource might hold, not a loader type.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Data on one gameplay thing | A Component |
| One copy for the whole app | A Resource inserted with insert_resource |
| Shared clock | Time from DefaultPlugins, or your own Resource |
| Authored data file | Check the asset docs before naming a file format or loader. |
Scope
- Check the asset docs for handles, serialization, and reflection-based loading before writing them.
- Check the plugins page for resource initialization order beyond a single
insert_resourcecall insidePlugin::build. - Per-entity data files and save blobs are out of scope. See bevy-save-load.
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 resource, packed-scene, or data-file types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented asset or serialization APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No third-party 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.
- Resources -
Resource,Res,ResMut,insert_resource,Time,Timer,TimerMode. - Quick Start: ECS -
ComponentandQueryfor per-entity data. - Apps - Resources as the single copy of global data in the
World. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Component versus resource ownership.
- bevy-ecs-composition - How components are spawned and queried.
Complements
- bevy-app-resources - Schedules and plugins around those resources.
- godot-resource-data-patterns - Equivalent Godot skill. Do not import Godot types.
Downstream / consumers
- Inventory, stats, and save skills cover items, attributes, and persistence.
Master
- bevy-master - Bevy router.




