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-spatial-queriesAvant 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 spatial queries
When to use
Load this when a design needs line of sight, a volume overlap, a ground probe, or a mouse pick. Screen-to-2D-world mapping that does not hit a collider is a camera helper, not a physics query.
ECS shape
- Components would own query origin, direction, and a mask once a solver defines them. Check the solver docs before naming those types.
- Resources would own a physics world. None was opened.
- Systems would run the query after the solver step. Order that with
.chain()on the ECS page. The clock isFixed/FixedMainfrombevy::time, which is not a query API. - Camera-only pick:
Camera::viewport_to_world_2dwithGlobalTransformmaps a viewport position to a 2D world position. That is not an intersection test. See bevy-camera-systems.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Ray or shape cast | Check bevy-physics-2d or bevy-physics-3d before naming a cast API. |
| Mouse position in 2D world | viewport_to_world_2d on a Camera (bevy-camera-systems). A collider hit belongs with the physics skills once you choose a solver. |
| Exclude the caster | Unverified. Do not copy Godot RID exclude lists |
| Field-of-view fan | Design data on components. Check the docs for a sensor API before writing one. |
Scope
- The
bevy0.20.0 feature list has no physics-engine feature, so there is no ray, shape, point, or sweep query to cite. - Third-party plugins may be added with
add_plugins. Check a physics crate's own docs before naming a query API. - Piercing casts, reflection from normals, and ground volumes are unverified.
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 ray, shape-cast, or direct-space-state 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
intersect_rayor mask 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. No spatial-query module was opened.
- Assets - Official asset catalog. No query plugin was selected.
- Examples - Example tree on the
latestbranch. - ECS - Systems,
Query, and.chain(). - bevy::camera -
viewport_to_world_2dis a camera map, not a collider query. Details live on bevy-camera-systems. - Quick Start: plugins - Third-party
add_pluginswithout a chosen crate.
Related Skills
Prerequisites
- bevy-master - ECS ownership.
- bevy-camera-systems - Viewport to 2D world, without a hit test.
Complements
- bevy-physics-2d - 2D physics and solver choice.
- bevy-physics-3d - 3D physics and solver choice.
- godot-raycasting-queries - Equivalent Godot skill.
Downstream / consumers
- bevy-ai-navigation - Sensors that need a cast.
Master
- bevy-master - Bevy router.


