Jak używać
- Skopiuj polecenie instalacji i sprawdź źródła przed instalacją we własnym środowisku agenta.
- W oryginale sprawdź wymagane narzędzia, dane dostępowe i obsługiwane środowiska.
- Opisz dane wejściowe i oczekiwany rezultat; porównaj wynik ze źródłami.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-physics-2dPrzed rozpoczęciem
- Instalacja nie obejmuje subskrypcji modelu, limitu API ani uprawnień do plików.
- Gwiazdki i instalacje pokazują aktywność, a nie niezależny test jakości lub bezpieczeństwa.
Treść z repozytorium z zachowaniem nagłówków, przykładów, kodu, tabel, linków i obrazów.
Bevy 2D physics
When to use
Load this when a Bevy app needs simulated 2D bodies, triggers, or layer filtering before choosing a solver. Pair with bevy-character-movement for player motion that should not be a rigid body. Pair with bevy-spatial-queries for casts that also wait on a solver.
ECS shape
- Components would own body kind, velocity, and collider data once a solver crate is chosen. The ECS page only shows plain
Componentstructs. It does not define a rigid body. - Resources would own gravity and solver settings. Check the solver docs before naming those fields.
- Systems would step the solver on a fixed schedule.
bevy::timedocumentsFixedandrun_fixed_main_schedule(FixedMain). That is a clock, not a physics engine. - Schedule: fixed timestep for the step;
.chain()when a system must see the step result before it runs (ECS page).
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Simulated 2D prop | Entity plus solver-defined components, after a crate is verified |
| Player locomotion | Not a rigid body. Use bevy-character-movement |
| Trigger volumes | Choose a physics solver before adding trigger volumes. |
| Layers and masks | Unverified. Do not copy Godot bit names |
Scope
- The
bevy0.20.0 crate feature list on docs.rs has no physics-engine feature. 2D collision shapes, layers, and masks are not Bevy names on these pages. - Third-party plugins are allowed by the plugins page (add a crate, then
add_plugins). Check a 2D physics crate's own docs before naming its plugin path. - Raycasts, CCD, and collision events need a chosen solver. Route query design to bevy-spatial-queries.
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 2D physics node or server 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 collider, layer, or joint 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. The 0.20.0 feature list has no physics-engine feature.
- Assets - Official asset catalog. No physics plugin is named from it here.
- Examples - Example tree on the
latestbranch. - Quick Start: plugins -
Plugin,DefaultPlugins,MinimalPlugins, and third-partyadd_plugins. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - bevy::time -
Fixedandrun_fixed_main_schedule(FixedMain) as a clock, not a solver.
Related Skills
Prerequisites
- bevy-master - ECS ownership and the fixed-timestep schedule names.
Complements
- bevy-physics-3d - Simulated 3D bodies and solver choice.
- bevy-character-movement - Player locomotion that should not be a rigid body.
- bevy-spatial-queries - Casts and overlaps. Choose a physics solver before adding them.
- godot-2d-physics - Equivalent Godot skill.
Downstream / consumers
- Combat and shooter skills cover hit detection and shots.
Master
- bevy-master - Bevy router.

