Como usar
- Copie o comando e verifique o pacote antes de instalar no seu ambiente de agente.
- Consulte no original as ferramentas, credenciais e ambientes necessários.
- Descreva os dados de entrada e a entrega esperada; confira a saída com as fontes.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-ecs-compositionAntes de começar
- A instalação não inclui assinatura de modelo, franquia API ou acesso aos seus arquivos.
- Estrelas e instalações indicam atividade, não um teste independente de qualidade ou segurança.
Renderizado do repositório de origem, preservando títulos, exemplos, código, tabelas, links e imagens.
Bevy ECS composition
When to use
Load this when gameplay data should be split across small components and systems, instead of one type that owns everything. The Quick Start ECS page is the source for the names below.
ECS shape
- Components are Rust structs that derive
Component. The ECS page splitsPersonandNameso more than one kind of entity can carry a name. - Entities are spawned with
Commandsin aStartupsystem. The page spawns a tuple of components:commands.spawn((Person, Name(...))). - Systems are functions.
Query<&Name, With<Person>>reads names on entities that also havePerson.Query<&mut Name, With<Person>>writes. Register withadd_systems. - Schedule:
Startupruns once.Updateruns afterward. Systems run in parallel unless you call.chain(). The page chainsupdate_peoplebeforegreet_peopleand leaves an unrelated system outside the chain.
Use the tuple spawn the ECS page shows. Check the ECS docs for a Bundle trait before writing a bundle macro.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Has-a parts on one object | Several Component structs on one entity |
| Behavior script | A system function over a Query |
| Spawn at start | Commands in a Startup system |
| Ordered steps | .chain() on the systems that depend on each other |
| Parent/child scene tree | Check the hierarchy docs before writing a parent/child API. |
Scope
- Check the ECS docs for parent-child hierarchy, required-component derives, and bundle helper traits before writing them.
- Check the ECS docs for change detection and system sets before writing them. Order that matters uses
.chain()only. - Editor composition and Control-tree apps stay on the Godot composition-apps skill.
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 node, scene, or component-script types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No
BundleAPI that this file did not open. 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 - Unversioned API index.
- Quick Start: ECS -
Component,Query,With,Commands,Startup,Update, and.chain(). - Apps -
Appholds theWorldand theSchedule. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Who owns which piece of state.
- bevy-project-foundations - Crate and
Appshell.
Complements
- bevy-data-resources - App-wide data that should not be a component.
- bevy-events-messaging - Cross-system notices that are not a shared component.
- godot-composition - Equivalent Godot skill. Do not import Godot types.
Downstream / consumers
- bevy-character-movement - Movement components and systems on the fixed timestep.
Master
- bevy-master - Bevy router.



