Come usare
- Copia il comando e controlla il pacchetto prima di installarlo nel tuo ambiente agente.
- Controlla strumenti, credenziali e ambienti richiesti nel documento originale.
- Descrivi input e risultato desiderato; confronta l’output con le fonti.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-input-handlingPrima di iniziare
- L’installazione non include abbonamenti, quote API o accesso ai file.
- Stelle e installazioni indicano attività, non un test indipendente di qualità o sicurezza.
Contenuto dal repository con titoli, esempi, codice, tabelle, link e immagini preservati.
Bevy input handling
When to use
Load this when a system should read keyboard, mouse, or gamepad state. The bevy::input module (docs.rs latest, crate 0.20.0) is the source for the names below.
ECS shape
- Plugin:
InputPluginadds input from keyboard, mouse, gamepad, and touch. It ships inside the usual app plugins.InputSystemslabels the systems that refresh that data. - Keyboard resource:
Res<ButtonInput<KeyCode>>.KeyCodeis the physical key (layout-stable).Res<ButtonInput<Key>>is the logical key. The keyboard example usespressed,just_pressed, andjust_released. - Mouse:
mouse_button_input_systemwritesButtonInput<MouseButton>fromMouseButtonInput.AccumulatedMouseMotionandAccumulatedMouseScrollare resources reset every frame.MouseMotionandMouseWheelare the underlying events. - Gamepad:
Gamepadstores a connected pad's metadata (GamepadButton,GamepadAxis). Connection and axis changes arrive asGamepadConnectionEvent,GamepadAxisChangedEvent, andGamepadButtonChangedEvent.GamepadRumbleRequestis the force-feedback event. - Schedule: read these resources from a system on
Update(or a schedule you already chain). Do not invent an input-map resource.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Action just pressed | ButtonInput::just_pressed on KeyCode or MouseButton |
| Action held | ButtonInput::pressed |
| Physical WASD vs symbol keys | KeyCode for location, Key for the character |
| Mouse look delta | AccumulatedMouseMotion (reset each frame) |
| Controller | Gamepad plus the gamepad events listed above |
Scope
- Touch and gesture modules are listed on the input index. Check those pages for event fields before writing them.
- Check the input docs for a project-wide action-map resource (named actions, rebinding) before writing one.
- Check the input docs for glyphs and device prompts before writing them.
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 input-map, event, or device types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No APIs this file did not open (
pressed,just_pressed,just_releasedare the button methods cited). WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No third-party input 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::input -
ButtonInput,InputPlugin, device modules. - ButtonInput -
pressed,just_pressed,just_released,KeyCodeandKey. - Mouse -
MouseButton, motion and scroll resources. - Gamepad -
Gamepadand connection events. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Who owns which piece of state.
- bevy-ecs-composition - Systems and
Query.
Complements
- bevy-character-movement - Motion that consumes this input on the fixed timestep.
- bevy-camera-systems - Viewpoint that may read mouse motion.
- godot-input-handling - Equivalent Godot skill.
Downstream / consumers
- bevy-audio-systems - The audio control example reads
ButtonInput<KeyCode>to pause and mute.
Master
- bevy-master - Bevy router.


