사용 방법
- 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
- 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
- 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-tilemap시작 전 확인
- 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
- 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.
Bevy tilemap
When to use
Load this before storing a grid of tiles. The bevy crate has sprites and meshes. A tilemap is yours to build in ECS.
ECS shape
- Components: a cell can be your own component (grid coord plus an id) spawned through normal ECS.
Spritecan draw one cell. That is not a tilemap type. - Resources: a map resource can hold width, height, and a seed. See bevy-data-resources.
- Systems: paint and collision generation are yours. No engine tile system was named.
- Schedule: generation on
Startupor a state enter. Check the docs for a streaming API before writing one.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| TileSet atlas | No atlas type on the sprite page. Check that page before assuming one. |
| TileMap layer | A set of entities or a resource grid. No TileMap component. |
| Autotile | Your rule table. Unverified as an engine feature. |
Scope
- No tilemap feature appears in the 0.20.0 feature list that was opened.
- No tilemap module appears in the module list.
- No third-party tile crate was chosen.
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 TileMap or TileSet types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No named tilemap crate as the chosen solution. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented APIs or unnamed third-party crates as the chosen solver. 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 - API reference and Cargo feature list.
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins. - bevy::sprite -
Spriteonly. Not a tile map.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-procedural-generation - Seeded layouts.
- bevy-data-resources - Map resource.
Complements
- godot-tilemap-mastery - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.

