Skip to main content
skill CX Codex

bevy-ecs — Claude Code skill: what it does, how to install

Keeps the agent inside Bevy's ECS model: plugins, components and resources, systems built on Query. Useful once your Rust project already pulls in bevy.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill bevy-ecs -a claude-code
Open on GitHub

What bevy-ecs does

New examples in this skill target Bevy 0.20. If Cargo.lock pins another minor release, the code will not compile, so the skill tells you to stay on that release and read its migration guide first.

The workflow starts by reading Cargo.toml and Cargo.lock, then registering systems into Startup and Update. Per-entity data gets #[derive(Component)], globals get #[derive(Resource)]. Since 0.19 a resource lives on its own entity, so you pick one derive, not both. Motion goes through time.delta_secs().

A pitfalls section covers the usual breakage: the error[B0001] borrow panic, fixed with With/Without or ParamSet; Camera2dBundle and SpriteBundle, gone in 0.16; and Commands that stay invisible until the next sync point. Systems run in parallel until you add .chain().

What it helps with

  • wire an App from DefaultPlugins and split setup from per-frame work
  • replace bundles with directly spawned components after 0.16
  • untangle two Transform queries that trigger error[B0001]
  • make movement frame-rate independent with time.delta_secs()
  • force apply_damage ahead of check_deaths using .chain()

Example prompts for the agent

  • Cargo.toml already depends on bevy. Build the App with DefaultPlugins, put setup in Startup and player movement in Update.
  • I keep getting error[B0001] on two Transform queries. Make them disjoint with With<Player> and Without<Player>.
  • Add a wave spawner gated by run_if and drive the timer off time.delta_secs().

How to install bevy-ecs

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill bevy-ecs -a claude-code

2Manually: put the files in place

~/.claude/skills/bevy-ecs/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/bevy-ecs/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about bevy-ecs

How do I install bevy-ecs in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill bevy-ecs -a claude-code. The skill lands at ~/.claude/skills/bevy-ecs/SKILL.md.

What does bevy-ecs do?

It guides the agent through Bevy structure: building the App from plugins, defining Component and Resource types, writing systems with Query, and ordering them in Update.

Will it work on an older Bevy release?

The examples are written for 0.20 and will not compile on another minor version. The skill says to keep the version a project already pins and check that version's migration guide.

Source text

SKILL.md · Apache-2.0
---
name: bevy-ecs
description: >
  Structure a Bevy app around its Entity Component System: build the App with
  plugins, define Component/Resource types, write systems with Query/Res/Commands,
  filter and order systems, and use the Time resource for frame-rate-independent
  motion. Use when building or debugging a Bevy game in Rust — when the user
  mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems,
  or a Cargo.toml depending on bevy.
---

# Bevy ECS

Structure a Bevy game in Rust around the Entity Component System: the `App` and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. New examples target **Bevy 0.20**. If the project
already pins another release, keep that release and use its matching migration guide.

## When to use

- Use when wiring a Bevy `App`, defining `Component`/`Resource` types, writing
  systems that query entities, ordering/filtering systems, or fixing
  borrow-conflict panics and frame-dependent movement.
- Use when `Cargo.toml` depends on `bevy` and code calls `App::new()`,
  `add_systems`, `Query`, or `Commands`.

**When *not* to use:** this is the ECS core. Deep rendering, custom shaders/
pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or
procedural algorithms, pair with `game-ai` / `procedural-gen`.

## Core workflow

1. **Detect and pin the version.** Read `Cargo.toml` and `Cargo.lock` first. For a
   new project use `bevy = "0.20"`; never silently migrate an existing project
   across a Bevy minor release. Treat the matching docs and migration guides as truth.
2. **Build the `App`.** `App::new().add_plugins(DefaultPlugins)` gives windowing,
   input, rendering, time, etc. Register systems into schedules: `Startup` (once)
   and `Update` (every frame).
3. **Model data as components, globals as resources.** `#[derive(Component)]` for
   per-entity data; `#[derive(Resource)]` for one-of-a-kind data (score, settings,
   the `Time` clock). Since 0.19 `Resource` extends `Component` and each resource is
   stored on its own entity, so do not derive both.
4. **Write systems as plain functions.** Parameters declare data access: `Query<...>`
   for entities, `Res<T>`/`ResMut<T>` for resources, `Commands` for deferred
   spawn/despawn. Systems run in parallel when their accesses don't conflict.
5. **Drive motion by `time.delta_secs()`** so speed is frame-rate independent.
6. **Order only what must be ordered** with `.chain()` or explicit constraints;
   gate systems with `run_if`. Group related setup into `Plugin`s. Build with
   `cargo run` and read the panics — Bevy reports conflicting queries at startup.

## Patterns

### 1. Cargo.toml + minimal App

```toml
# Cargo.toml — pin the version; the API differs across minor releases.
[dependencies]
bevy = "0.20"
```

```rust
// main.rs
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)            // window, input, render, time, ...
        .add_systems(Startup, setup)            // runs once at startup
        .add_systems(Update, move_players)      // runs every frame
        .run();
}
```

### 2. Components, resources, and spawning

```rust
#[derive(Component)]
struct Player;

#[derive(Component)]
struct Velocity(Vec2);

#[derive(Resource)]
struct Score(u32);

fn setup(mut commands: Commands) {
    commands.insert_resource(Score(0));

    // Camera2d is a component with required components (bundles removed in 0.16);
    // spawning it pulls in Transform, Camera, etc. automatically.
    commands.spawn(Camera2d);

    // Spawn an entity as a tuple of components.
    commands.spawn((
        Player,
        Velocity(Vec2::new(150.0, 0.0)),
        Transform::from_xyz(0.0, 0.0, 0.0),
    ));
}
```

### 3. A system with a query + the Time resource

```rust
// Iterate every entity that has BOTH Velocity and Transform; mutate Transform.
fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
    for (velocity, mut transform) in &mut query {
        // delta_secs() is f32 seconds (renamed from delta_seconds() in 0.16).
        transform.translation += velocity.0.extend(0.0) * time.delta_secs();
    }
}
```

### 4. Query filters (With / Without / Changed)

```rust
// Only entities tagged Player (the Player component itself isn't read).
fn aim_player(mut q: Query<&mut Transform, With<Player>>) { /* ... */ }

// Disjoint two mutable Transform queries so they don't conflict at runtime.
fn separate(
    mut players: Query<&mut Transform, With<Player>>,
    mut enemies: Query<&mut Transform, Without<Player>>,
) { /* ... */ }

// React only when Health changed since last run (change detection).
fn on_health_change(q: Query<&Health, Changed<Health>>) {
    for health in &q { /* update the HUD, etc. */ }
}
```

### 5. Resources: read and write

```rust
fn add_points(mut score: ResMut<Score>) {
    score.0 += 10;                 // ResMut = write access
}

fn show_score(score: Res<Score>) {
    info!("score: {}", score.0);   // Res = read access
}
```

### 6. Ordering, run conditions, and plugins

```rust
fn main() {
    App::new()
        .add_plugins((DefaultPlugins, GameplayPlugin))
        // .chain() forces order: damage resolves before death is checked.
        .add_systems(Update, (apply_damage, check_deaths).chain())
        // run_if gates a system on a condition each frame.
        .add_systems(Update, spawn_wave.run_if(wave_timer_finished))
        .run();
}

struct GameplayPlugin;
impl Plugin for GameplayPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(Score(0))
           .add_systems(Startup, setup)
           .add_systems(Update, (move_players, add_points));
    }
}
```

## Pitfalls

- **`delta_seconds()` not found** → it was renamed to `time.delta_secs()` (and
  `elapsed_secs()`) in 0.16. Using the old name fails to compile.
- **Movement speed scales with frame rate** → multiply per-frame changes by
  `time.delta_secs()`. Never assume a fixed frame time.
- **Panic `error[B0001]`: "... accesses component(s) Transform in a way that conflicts
  with a previous system parameter"** → two `Query`s in one system both write the same
  component, or one reads while another writes overlapping entities. Make them disjoint
  with `With`/`Without`, or use `ParamSet`.
- **`Camera2dBundle`/`SpriteBundle` not found** → bundles were deprecated in 0.15 and
  removed in 0.16.
  Spawn the components directly (`Camera2d`, `Sprite`, `Transform`); required
  components fill in the rest.
- **"trait `Component` is not implemented"** → you forgot `#[derive(Component)]`
  (or `#[derive(Resource)]` for a resource).
- **Spawned entity not visible to a later query in the same frame** → `Commands` are
  deferred and applied at the next sync point. Read the entity in a subsequent system,
  not the one that spawned it.
- **System order assumed but not enforced** → systems run in parallel by default.
  If `B` must follow `A`, add `(A, B).chain()` or an explicit ordering constraint.
  To find order dependencies that only work by accident, shuffle the schedule in tests
  with `ScheduleBuildSettings::shuffle_seed` (0.20, `debug` feature; see the reference).
- **"conflicting implementations of trait `Component`" after deriving both `Resource`
  and `Component`** → since 0.19 `Resource` extends `Component`; derive `Resource` alone.
- **"Despawn everything" panics, or `Query<EntityMut>` next to a `Res<T>` panics with
  `error[B0002]` (or `B0001`, depending on parameter order)** → since 0.19 every
  resource lives on an entity tagged `IsResource`,
  so `Query<Entity>`/`EntityRef`/`EntityMut` match those entities too. Query your own
  marker component, or add `Without<IsResource>` (`use bevy::ecs::resource::IsResource`).
- **`On<Add, Player>` fails with "struct takes 1 generic argument but 2 generic
  arguments were supplied"** → 0.20 moved the component into the lifecycle event:
  write `On<Add<Player>>` (likewise `Insert<T>`, `Discard<T>`, `Remove<T>`, `Despawn<T>`).
- **`Pointer<Click>` / `Pointer<Press>` not found in a picking observer** → 0.20
  flattened pointer events: observe `On<PointerClick>` / `On<PointerPress>`, and read
  `click.pointer.position` (a `Vec2`) instead of the old `pointer_location`.
- **`OnExit`/`OnEnter` run again when "switching" to the current state** →
  `NextState::set` always runs the transition schedules. Use `set_if_different` to skip
  same-state transitions (renamed from `set_if_neq` in 0.20; calling `set_if_neq` on a
  `ResMut<NextState<_>>` picks up the unrelated change-detection method and fails with
  "can't compare `NextState`").
- **"`text` does not live long enough" from `Name::new(text.as_str())`** → since 0.20
  `Name` takes a `&'static str` literal or an owned `String`, not a borrowed `&str`;
  pass `Name::new(text.clone())` or `Name::new(format!("Enemy {id}"))`.
- **Overlapping sprites swap draw order after upgrading to 0.20** → sprites now render
  through the `Mesh2d` backend, and draw order at equal `z` was never guaranteed. Give
  sprites that can overlap distinct `Transform` z values.
- **Copy-pasting older Bevy snippets** → APIs shift between minor versions. The
  buffered event system became the message system: `EventReader`/`EventWriter`/
  `add_event` no longer exist, so use `#[derive(Message)]`, `MessageReader`/
  `MessageWriter`, and `app.add_message::<T>()`. Verify against the docs and migration
  guide for *your* pinned version; don't mix versions.

## References

- For schedules and `SystemSet` ordering (including 0.20 weak ordering and schedule
  shuffling), `States`/`OnEnter`/`OnExit` and state-scoped despawning, change
  detection, `Commands` lifecycle and sync points, `ParamSet` and resource-entity
  conflicts, `iter_many` results, and messages/observers in 0.20 syntax, read
  `references/queries-and-scheduling.md`.

## Related skills

- `game-ai` — FSMs/behavior trees/steering as portable concepts to implement in ECS.
- `procedural-gen` — noise/RNG/generation algorithms to drive from systems.
- `pygame-core` / `love2d-core` — lighter-weight engines for smaller projects.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

Similar skills

Everything for Game dev and 3D: Unity, Unreal, Godot, Blender →

From the same set77

unity-tilemap-2d Builds and scripts 2D tilemaps in Unity 6.3 LTS using Grid components, Tile Palette, and runtime C# methods. Useful when laying out levels, setting up colliders, or generating procedural rooms. CX Codex +1 5,500installs unreal-cpp-gameplay Teaches the agent to write UE5 gameplay C++: reflection macros, Gameplay Framework class roles, and module dependencies in *.Build.cs. CX Codex +1 5,300installs unreal-blueprints Guides Unreal Engine 5 Blueprint visual scripting: selects proper graphs, organizes variables, and prevents hard-reference spaghetti across gameplay actors. CX Codex +1 5,300installs pygame-core A skill that lays out the skeleton of a pygame game: the main loop, delta-time movement, input, sprites and collisions. Useful the moment a project starts with import pygame. CX Codex +1 5,100installs unreal-packaging Packages Unreal Engine 5 projects into distributable builds via the editor or RunUAT. Helps configure maps, cook assets, and prepare shipping releases for CI. CX Codex +1 5,200installs unreal-behavior-trees Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards. Use it for enemy logic, patrols, reactive branches, and custom BT nodes. CX Codex +1 5,200installs unreal-niagara Walks the agent through Niagara in Unreal Engine 5: system and emitter assets, module stacks in the spawn/update stages, effects spawned from Blueprint or C++. CX Codex +1 5,200installs unreal-enhanced-input Configures Unreal Engine 5 Enhanced Input assets, C++ bindings, and triggers. Useful when wiring movement, look, and jump controls or fixing input loss on clients. CX Codex +1 5,200installs

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor