使い方
- インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
- 必要なツール、認証情報、対応環境を原文で確認します。
- 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-state-machines開始前の確認
- 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
- スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。
Bevy state machines
When to use
Load this when the app needs a large-scale mode (paused, in a menu, loading) or when one entity needs a small mode flag. Use bevy::state for the first. Use a component for the second. Do not merge them into one Godot-style state graph.
ECS shape
- App states.
bevy::state: states are app-wide finite state machines. Three types implementStates. - Standard states change only by setting the
NextState<S>resource. SubStatesalso useNextState<S>, and are removed from theWorldwhen source states are not in the required state.ComputedStatesderive from other states through acomputemethod.- Transition schedules.
OnEnter<S>,OnExit<S>, andOnTransition<S>run systems on matching transitions.StateTransitionEvent<S>fires when stateSchanges. Run conditions:in_state<S>andstate_changed<S>. - Entity lifetime.
DespawnOnEnter<S>andDespawnOnExit<S>despawn entities on those transitions (state_scoped). - Feature. The
bevy0.20.0 crate page includesbevy_statein thedefault_appcollection. The state module was opened;Appinstallation method names were not. Do not inventinit_stateor similar. - Per-entity mode. Store an enum in a
Componentand branch in a system (Queryfrom the ECS page). No per-entity state-machine type was opened.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| App mode (menu, pause, play) | A States type and NextState<S> |
| Run logic only in one mode | in_state or an OnEnter / OnExit / OnTransition schedule |
| Child mode that exists only inside a parent mode | SubStates |
| Mode derived from other modes | ComputedStates |
| One actor's animation or combat mode | An enum Component plus a system. Not States unless it is truly app-wide |
Scope
- Check
bevy::state::appfor state installation methods onAppbefore writing them. - The module names states, sub-states, and computed-state examples. Check those examples before writing them.
- Hierarchical per-entity graphs, transition tables, and animation state machines are yours to build. Check the state docs before assuming a built-in type.
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 animation-tree or node state-machine types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented
Appstate-setup methods. 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 -
bevy_stateships inside thedefault_appcollection. - bevy::state -
States,NextState,SubStates,ComputedStates, transition schedules,StateTransitionEvent,in_state,state_changed,DespawnOnEnter,DespawnOnExit. - Quick Start: ECS -
ComponentandQueryfor a per-entity mode flag. - Examples - Example tree on the
latestbranch. State examples live in that tree.
Related Skills
Prerequisites
- bevy-master - Schedules versus a scene tree.
- bevy-data-resources -
NextState<S>is a resource. Per-entity modes are components.
Complements
- bevy-events-messaging - Messages and observers that are not state transitions.
- godot-state-machine-advanced - Equivalent Godot skill. Do not import Godot types.
Downstream / consumers
- bevy-character-movement - Actor motion. A jump or ground mode stays a component unless a mode needs
States.
Master
- bevy-master - Bevy router.




