thedivergentai/game-design-agentic-skills

bevy-character-movement

Bevy ECS skill for character movement.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-character-movement

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

Bevy character movement

When to use

Load this when a Bevy app needs a player or actor that moves in discrete steps (walk, jump feel, ground check) and you need the ECS shape before any solver code exists. Coyote time and a jump buffer are design notes. They are not a node port.

ECS shape

  • Components own pose and intent: position, velocity, and a jump-buffer or coyote timer as data. The Quick Start ECS page shows components as Rust structs that derive Component.
  • Resources own clocks and tuning shared by every mover. bevy::time 0.20.0 documents Time, Fixed (fixed timestep clock), and Virtual.
  • Systems read intent and write velocity or position. Register them on the fixed schedule, not on a per-node physics callback.
  • Schedule: run_fixed_main_schedule runs FixedMain from virtual time (bevy::time 0.20.0). Order dependent systems with .chain() (ECS page). Do not paste a Godot physics-process function.

Coming from Godot

Godot ideaBevy idiom
Body that you move yourselfEntity with movement components and a system
Step that should stay stable when frame time changesSystem on the fixed timestep (Fixed / FixedMain)
Coyote time, jump bufferTimer data on the entity or a small resource, consumed by the movement system
Collision responseCollision response belongs on bevy-physics-3d.

Scope

  • Check the bevy 0.20.0 crate docs for a character-controller type before writing one. The feature list has no physics solver.
  • Do not call move_and_slide, _physics_process, or CharacterBody2D.
  • Ground detection, shape casts, and collision layers are unverified. Do not invent query APIs.

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

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore 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 needDo thisDo not
Per-entity dataComponent + QueryA Godot node script
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA 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 on latest; the 0.20 target is stated once in prose.
  • Do not step locomotion on raw Update when the step must stay stable. WHY: bevy::time documents Fixed and run_fixed_main_schedule (FixedMain) for a fixed clock.
  • Do not call move_and_slide, _physics_process, or CharacterBody2D. WHY: those are Godot types. This skill only owns ECS movement data.
  • Do not invent a character-controller or shape-cast API. Check the bevy crate docs for a controller type before writing one.
  • Do not mutably query the same movement component from two unordered systems. WHY: systems run in parallel unless .chain() orders them.

Reference

docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.

Official Documentation

Related Skills

Prerequisites

  • bevy-master - ECS ownership, schedules, and which Bevy skill to load.

Complements

Downstream / consumers

  • Genre skills cover loop and encounter design.

Master

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