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-physics-2dAvant 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 2D physics
When to use
Load this when a Bevy app needs simulated 2D bodies, triggers, or layer filtering before choosing a solver. Pair with bevy-character-movement for player motion that should not be a rigid body. Pair with bevy-spatial-queries for casts that also wait on a solver.
ECS shape
- Components would own body kind, velocity, and collider data once a solver crate is chosen. The ECS page only shows plain
Componentstructs. It does not define a rigid body. - Resources would own gravity and solver settings. Check the solver docs before naming those fields.
- Systems would step the solver on a fixed schedule.
bevy::timedocumentsFixedandrun_fixed_main_schedule(FixedMain). That is a clock, not a physics engine. - Schedule: fixed timestep for the step;
.chain()when a system must see the step result before it runs (ECS page).
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Simulated 2D prop | Entity plus solver-defined components, after a crate is verified |
| Player locomotion | Not a rigid body. Use bevy-character-movement |
| Trigger volumes | Choose a physics solver before adding trigger volumes. |
| Layers and masks | Unverified. Do not copy Godot bit names |
Scope
- The
bevy0.20.0 crate feature list on docs.rs has no physics-engine feature. 2D collision shapes, layers, and masks are not Bevy names on these pages. - Third-party plugins are allowed by the plugins page (add a crate, then
add_plugins). Check a 2D physics crate's own docs before naming its plugin path. - Raycasts, CCD, and collision events need a chosen solver. Route query design to bevy-spatial-queries.
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 2D physics node or server types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No Avian, Rapier, or any other named physics crate as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented collider, layer, or joint 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. The 0.20.0 feature list has no physics-engine feature.
- Assets - Official asset catalog. No physics plugin is named from it here.
- Examples - Example tree on the
latestbranch. - Quick Start: plugins -
Plugin,DefaultPlugins,MinimalPlugins, and third-partyadd_plugins. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - bevy::time -
Fixedandrun_fixed_main_schedule(FixedMain) as a clock, not a solver.
Related Skills
Prerequisites
- bevy-master - ECS ownership and the fixed-timestep schedule names.
Complements
- bevy-physics-3d - Simulated 3D bodies and solver choice.
- bevy-character-movement - Player locomotion that should not be a rigid body.
- bevy-spatial-queries - Casts and overlaps. Choose a physics solver before adding them.
- godot-2d-physics - Equivalent Godot skill.
Downstream / consumers
- Combat and shooter skills cover hit detection and shots.
Master
- bevy-master - Bevy router.

