bevy
Skill29 starsChanged 11 days agoMITView on GitHub
Use when starting any Bevy task, choosing between Update and FixedUpdate, picking Cargo feature flags, or recalling which sibling skill covers ECS, assets, rendering, UI, or migration. Routes to the right Bevy 0.20 skill and pins the engine version for downstream snippets.
3 other projects use a version of this.
Adopted by
Most recently taken up by
- elodin-sys/elodintheir own version, first seen Oct 8, 2026
- smanaton/bevy-skilltheir own version, first seen Jul 18, 2026
- jarrodmedrano/jarrod-claude-skillstheir own version, first seen Jan 25, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 3
- elodin-sys/elodin★ 553same name
- jarrodmedrano/jarrod-claude-skills★ 2same name
- smanaton/bevy-skill★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository34 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- 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
- 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 skill into the rules it gives an agent
2 rules. 0 are common, 1 is distinctive, and 1 is very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
1
Distinctive
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 14
Read this first when working on a Bevy project: All sibling skills assume Bevy 0.20 (0.20.0 released 2026-10-08.
- Very specific: line 79
No
.unwrap()in systems: Use let ... else { return }.
“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Bevy 0.20 — Router
Read this first when working on a Bevy project. All sibling skills assume Bevy 0.20 (0.20.0 released 2026-10-08; current patch 0.20.1, requires rustc 1.97.1). If the user's Cargo.toml pins a different version, stop and confirm before applying patterns from this collection.
Smallest valid app
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera3d::default());
}When to use which skill
| Task | Skill |
App / Plugin / Schedule basics, Update vs FixedUpdate, exclusive systems (&mut World anywhere in 0.20) | bevy-core-concepts |
#[derive(Component)], #[require(...)], observers (On<E>, On<Add<T>>), hooks (on_add/on_discard), storage | bevy-ecs-components |
Query, With/Without/Or, Changed/Added, par_iter, iter_many(..).matched(), query lenses | bevy-ecs-queries |
SystemParam, SystemSet, .run_if, ordering, .chain_weak(), remove_systems_in_set | bevy-ecs-systems |
Cargo.toml features: 2d/3d/ui, *_api, bevy_curve, compressed_image_saver*, WASM trim | bevy-cargo-features |
Upgrading from 0.19 — On<Add<T>>, PointerClick, Hovered/Pressed, WESL, set_if_different | bevy-migration-0-19-to-0-20 |
Upgrading from 0.18 — FontSource/FontSize, bevy_world_serialization, resources-as-components | bevy-migration-0-18-to-0-19 |
Upgrading from 0.17 — MessageReader, On, RenderTarget, GlobalAmbientLight | bevy-migration-0-17-to-0-18 |
AssetServer, Handle<T>, load_builder, hot-reload, WorldAssetRoot for glTF scenes | bevy-assets |
Writing an AssetLoader (Reader::seekable is required) | bevy-custom-assets |
| WASM build pipeline, WebGPU vs WebGL2 | bevy-wasm-webgpu |
Camera3d, Projection, RenderTarget component, Tonemapping::Linear, ScreenSpaceTransmission, FreeCamera, PanCamera | bevy-cameras |
StandardMaterial, MaterialPlugin<M>, AsBindGroup, WESL custom shaders, lighting, atmosphere | bevy-pbr-materials |
GPU particles (bevy_hanabi), Gaussian splats, flipbooks, custom VFX materials | bevy-vfx |
AnimationPlayer, AnimationGraph, AnimationTransitions, AnimationMask, AnimationEvent, easing curves | bevy-animation |
Recording a camera to MP4 or PNG sequences (bevy_capture) | bevy-capture |
Voxel meshing with block-mesh-rs, chunk pipeline, greedy quads | bevy-voxel-pipeline |
| RON block definitions, palette, KTX2 atlas baking | bevy-voxel-data |
Rebindable actions, entity Gamepads, hot-plug, deadzones, Steam Deck, input into FixedUpdate | bevy-input-actions |
AudioPlayer, PlaybackSettings, AudioSink, spatial listeners, mix groups, browser unlock | bevy-audio |
| Rapier bodies, colliders, fixed-step ordering, events, scene queries, joints, determinism | bevy-physics |
| Built-in vs external/headless rendering, forward vs deferred, render systems | bevy-rendering |
DiagnosticPath, DiagnosticsStore, info_span!, RenderDiagnosticsPlugin, CPU/GPU timings | bevy-diagnostics-profiling |
| Stable IDs, versioned save DTOs, atomic native/browser writes, snapshots | bevy-save-load |
Deterministic App::update stepping, TimeUpdateStrategy, MessageCursor, headless tests | bevy-testing |
| Screen readers, adaptive controllers, remapping, captions, contrast, motion safety | bevy-a11y |
| Voxel edit → remesh runtime: dirty/halo fan-out, revision tokens, bounded uploads | bevy-voxel-runtime |
es-fluent-manager-bevy i18n — FluentText<T>, BevyFluentText, LocaleChangeEvent, i18n.toml | bevy-fluent |
Node, ui_widgets::Button + Hovered/Pressed, children![], TextFont/FontSize, Val::Em, Node::border_radius, InputFocus | bevy-ui |
| Porting from Unity, Unreal, Godot, Phaser, Flash, Defold, Roblox, GameMaker | bevy-porting |
Detecting copy-paste / near-duplicate Rust code before committing (similarity-rs --cross-file) | similarity-rs |
Cardinal rules (every Bevy 0.20 task)
- Events are messages.
EventReader<E>/EventWriter<E>becameMessageReader<M>/MessageWriter<M>in 0.17. Observers useOn<E>, neverTrigger<E>. - Lifecycle observers carry the bundle on the event.
On<Add<Player>>, notOn<Add, Player>(changed in 0.20).ReplacebecameDiscardin 0.19. - Pointer events are flat.
On<PointerClick>,click.pointer.position; notOn<Pointer<Click>>(0.20). - UI interaction is
Hovered+Pressed.ui::Interactionandui::widgets::Buttonare deprecated in 0.20; spawnui_widgets::Button. - Text is
FontSource+FontSize.TextFont { font: handle.into(), font_size: FontSize::Px(24.0) }(0.19). Default size isFontSize::Rem(1.)(0.20). - Shaders are WESL.
.wesl,import a::b;,@if(DEF). naga_oil#import/#ifdeffail at asset load in 0.20. - Resources are components (0.19).
Res<T>still works, but one type cannot be bothComponentandResource. - Scenes: glTF spawns with
WorldAssetRootfrombevy_world_serialization;bevy_sceneis BSN (0.19). - No
.unwrap()in systems. Uselet ... else { return };or a real error path. - Schedule order is explicit. Ambiguities are ignored by default (
ScheduleBuildSettings::ambiguity_detectionisLogLevel::Ignore); opt intoLogLevel::Errorto catch them. Built-in sets use.chain_weak()in 0.20, so cross-set ordering through channels or atomics needs an explicit.after().
Gotchas
- Bevy's training-data footprint is dominated by 0.10–0.16 code. If a snippet feels obvious, check it against the three migration skills before trusting it.
bevy::prelude::*doesn't re-export everything.Hoveredisbevy::picking::hover::Hovered;Pressedis the markerbevy::ui::Pressed(query withHas<Pressed>);Tonemappingisbevy::core_pipeline::tonemapping::Tonemapping;ScreenSpaceTransmissionisbevy::pbr::ScreenSpaceTransmission.- The
bevycrate re-exports many subcrates (bevy_camera,bevy_light,bevy_material,bevy_extract,bevy_curve,bevy_shape,bevy_world_serialization,bevy_ui_widgets,bevy_feathers). Subcrate APIs are stable points to depend on for plugins. - Deprecations (
Interaction,set_if_neq,AssetId::invalid()) compile with warnings in 0.20 and will be removed later. Fix them now.
See also
bevy-migration-0-19-to-0-20— the latest catalogue of renames and breaks.bevy-cargo-features— what to put inCargo.tomlbefore any of the above will compile the way you want.
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Now do this for your own.
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