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-project-foundationsAvant 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 project foundations
When to use
Load this when a new Bevy app needs a crate, a pin, and a place for feature code before gameplay systems exist. Folder names below are layout habits. They are not engine types.
ECS shape
- Crate: Getting Started says start with
cargo initorcargo new my_project, thencargo add bevy. The same page'sCargo.tomlsample still showsbevy = "0.19". The library pin on bevy-master is 0.20.0. - Features: The
bevy0.20.0 crate page documents profiles (default,2d,3d,ui) anddefault-features = falsewhen you want a smaller set. One sample on that page still showsversion = "0.18". That sample is not the pin. - App shell:
App::new().run()(Apps page).use bevy::prelude::*brings in the guide's essentials. Plugins, systems, and resources are added on thatApp. - Code layout: Split by feature in ordinary Rust modules if the crate grows. These pages do not define a required directory tree.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| New project | cargo new plus the bevy dependency |
| Engine module toggles | Cargo features and profiles on the bevy crate |
| Feature folders | Rust modules you choose. Not a scene tree |
| Editor project file | Check the docs before adding a project manifest beside Cargo.toml. |
Scope
- Getting Started still shows
bevy = "0.19"and av0.19.0checkout example. Pin 0.20.0 from crates.io and docs.rs, not from that snippet. - OS window, audio, and input dependencies are mentioned as a Setup page. Check that page for package names before writing them.
- Workspace members, feature-folder enforcement, and naming linters are not on these pages.
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 project types, scenes, or autoloads in this crate. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented Cargo features beyond the profiles and collections on docs.rs. 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 - Profiles, collections, and Cargo features (0.20.0).
- Getting started -
cargo new/cargo add bevy. The version snippet is stale. - Apps -
App::new(),World, andSchedule. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Library pin and which Bevy skill to load next.
Complements
- bevy-ecs-composition - Entities, components, and systems after the crate exists.
- godot-project-foundations - Equivalent Godot skill. Do not import Godot types.
Downstream / consumers
- bevy-app-resources - App-wide resources once the
Appexists.
Master
- bevy-master - Bevy router.



