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-save-loadAvant 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 save and load
When to use
Load this when a design asks to persist player progress. Route asset and scene spawning to bevy-asset-scenes. Keep save bytes as data you serialize yourself until a current docs page names a format.
ECS shape
- What exists: app-wide progress can be a
Resource(seebevy-data-resources). Level content loads throughAssetServerand may spawn withspawn_scene/queue_spawn_scene(bevy::scene, docs.rslatest, 0.20.0). - What was checked and rejected:
https://docs.rs/bevy/latest/bevy/scene/struct.DynamicScene.htmlreturned 404 on 2026-10-11. The live scene index documentsSceneandbsn!, not a save-file serializer. Do not callDynamicScene::serializefrom this skill. - Schedule: no save system is specified here. Do not invent a filesystem write inside
Update.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Resource file for designer data | An asset Handle, or a Resource you own in code |
| Packed scene instance | Scene spawn on bevy-asset-scenes |
| Player save slot | Leave it as data you have not serialized yet. Check the docs before naming a slot format. |
Scope
- Check docs.rs
latestfor a save path, slot index, version field, or RON/JSON writer before writing one. - Scene spawn is not a save game. Do not treat
bsn!as a user save. - Wasm has no general filesystem story on the docs pages for this skill. Do not invent one.
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,FileAccess, or config-file types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No
DynamicSceneor scene-file writer this file does not list. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No third-party save 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::scene - Spawn API that is not a save format.
DynamicScenestruct URL 404. - bevy::asset - Disk assets, not player slots.
- Resources - App-wide data that a future save would have to name.
- Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Who owns which piece of state.
- bevy-data-resources -
ResourceversusComponent. - bevy-asset-scenes - Loading content. Not a save slot.
Complements
- godot-save-load-systems - Equivalent Godot skill.
Downstream / consumers
- None until a save format is opened.
Master
- bevy-master - Bevy router.

