bevy-skills
Copilot instructions29 starsChanged 11 days agoMITView on GitHub
Copilot does not load Agent Skills directly. This file mirrors the key rules so Copilot users in this repo still benefit. 1. Bevy 0.20 only. Do not suggest older APIs except while explaining a migration. Specifically: - Events use MessageWriter / MessageReader (not the older EventWriter / EventReader; double-check the migration skills when reviewing stale code). - Resources are components; scene serialization uses WorldAsset / WorldAssetRoot and the bevy_world_serialization feature. - Text styling uses FontSource and FontSize components; the default…
Where files are headingNew Copilot instructions files have more rules about branches and pull requests, and fewer about code style.
Of the Copilot instructions files we read, the 2,336 first seen in the last six months, against the older ones: the kind of rule that gained most share, and the kind that lost most. About files like this in general, not this one, and an estimate, since a kind is a pattern in the words.
In this repository34 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- bevy-a11ySkill
- bevy-animationSkill
- bevy-assetsSkill
- bevy-audioSkill
- bevy-camerasSkill
- bevy-captureSkill
- bevy-cargo-featuresSkill
- bevy-core-conceptsSkill
- bevy-custom-assetsSkill
- bevy-diagnostics-profilingSkill
- bevy-ecs-componentsSkill
- bevy-ecs-queriesSkill
- bevy-ecs-systemsSkill
- bevy-fluentSkill
- bevy-input-actionsSkill
- bevy-migration-0-17-to-0-18Skill
- bevy-migration-0-18-to-0-19Skill
- bevy-migration-0-19-to-0-20Skill
- bevy-pbr-materialsSkill
- bevy-physicsSkill
- bevy-portingSkill
- bevy-renderingSkill
- bevy-save-loadSkill
- bevySkill
- bevy-testingSkill
- bevy-uiSkill
- bevy-vfxSkill
- bevy-voxel-dataSkill
- bevy-voxel-pipelineSkill
- bevy-voxel-runtimeSkill
- bevy-wasm-webgpuSkill
- similarity-rsSkill
The file
We split this copilot-instructions.md into the rules it gives an agent
3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 7
Bevy 0.20 only: Do not suggest older APIs except while explaining a migration.
- Very specific: line 20
Feature collections: When configuring Cargo.toml, pick the right Bevy feature set: 2d, 3d, ui (high-level) or mid-level 2d_api, 3d_api, …
- Distinctive: line 37
Read CLAUDE.md. The frontmatter rules, lint script, and tester-crate workflow apply to all agents, not just Claude.
≈ “Common” is an estimate: at least 1 in 5 of the 3,779 Copilot instructions files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
GitHub Copilot — Bevy 0.20
Copilot does not load Agent Skills directly. This file mirrors the key rules so Copilot users in this repo still benefit.
When writing Bevy code
- Bevy 0.20 only. Do not suggest older APIs except while explaining a migration. Specifically:
- Events use
MessageWriter/MessageReader(not the olderEventWriter/EventReader; double-check the migration skills when reviewing stale code). - Resources are components; scene serialization uses
WorldAsset/WorldAssetRootand thebevy_world_serializationfeature. - Text styling uses
FontSourceandFontSizecomponents; the default size isFontSize::Rem(1.)(0.20). - Lifecycle observers carry the bundle on the event:
On<Add<Player>>, notOn<Add, Player>(0.20). - Pointer events are flat:
On<PointerClick>, notOn<Pointer<Click>>(0.20). ui::Interactionandui::widgets::Buttonare deprecated; useui_widgets::ButtonwithHoveredandHas<Pressed>(0.20).- Custom shaders are WESL (
.wesl,import a::b;,@if(DEF)), not naga_oil#import/#ifdef(0.20). NextState::set_if_different, notset_if_neq(0.20).- Required components use
#[require(...)]onComponentderives.
- Events use
- Feature collections. When configuring
Cargo.toml, pick the right Bevy feature set:2d,3d,ui(high-level) or mid-level2d_api,3d_api,ui_api. Seeskills/bevy-cargo-features/SKILL.md. - Schedule placement. Frame-driven game/presentation logic goes in
Update; fixed-step physics and deterministic simulation go inFixedUpdate. Render-world systems belong in Bevy's render schedules, notUpdate. - No
unwrap()in systems. Bevy systems run every frame. Uselet ... elseor proper error propagation. - Bridge input into fixed ticks. Translate physical input after
InputSystems, queue button transitions, accumulate relative motion, and drain both once on the first fixed tick. Carry held buttons/absolute axes to every tick. - Persist stable domain IDs. Save versioned DTOs, not
Entity, dense runtime palette indices, catalog order, asset handles, or reflected ECS layout by default.
When editing skills in this repo
Read CLAUDE.md. The frontmatter rules, lint script, and tester-crate workflow apply to all agents, not just Claude.
Where to look
| Topic | Skill |
| ECS basics | skills/bevy-core-concepts/ |
| Rebindable input / gamepads / fixed bridge | skills/bevy-input-actions/ |
| Deterministic and visual testing | skills/bevy-testing/ |
| Components & required components | skills/bevy-ecs-components/ |
| Queries & filters | skills/bevy-ecs-queries/ |
| Systems, sets, run conditions | skills/bevy-ecs-systems/ |
| 0.19 → 0.20 breaks | skills/bevy-migration-0-19-to-0-20/ |
| 0.18 → 0.19 breaks | skills/bevy-migration-0-18-to-0-19/ |
| 0.17 → 0.18 breaks | skills/bevy-migration-0-17-to-0-18/ |
| Assets & custom loaders | skills/bevy-assets/, skills/bevy-custom-assets/ |
| Save/load schemas and platform persistence | skills/bevy-save-load/ |
| WASM + WebGPU | skills/bevy-wasm-webgpu/ |
| Cameras | skills/bevy-cameras/ |
| PBR / materials | skills/bevy-pbr-materials/ |
| Renderer selection / custom passes | skills/bevy-rendering/ |
| Diagnostics / tracing / render profiling | skills/bevy-diagnostics-profiling/ |
| Physics / Rapier / collision queries | skills/bevy-physics/ |
| Game accessibility / adaptive controllers | skills/bevy-a11y/ |
| Audio / sinks / spatial / mixing | skills/bevy-audio/ |
| Voxel data, meshing, and production runtime | skills/bevy-voxel-data/, skills/bevy-voxel-pipeline/, skills/bevy-voxel-runtime/ |
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

