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bevy-ai-navigation

该 Skill 面向 Bevy 0.20,说明如何用枚举 Brain、Goal、DesiredVelocity 和重定向计时器在 FixedUpdate 中实现追逐、巡逻与等待策略;强调策略只写目标与期望速度,不直接移动 Transform,路径和导航网格交由其他 Skill 负责。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:50
分类:开发依赖:纯提示词应用场景:代码生成 / 概念解释

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add thedivergentai/game-dev-agentic-skills/bevy-ai-navigation
Metadata
name
bevy-ai-navigation
description
Bevy 0.20 chase, patrol, and wait policy: an enum brain, a goal, a desired velocity, and a retarget timer on FixedUpdate. Use when an actor must choose a goal before movement. Paths stay on bevy-navigation. Keywords: Brain, Goal, DesiredVelocity, PatrolRoute, FixedUpdate, chase, patrol.

Bevy AI navigation

When to use

Load this when an actor must chase, patrol, or wait. This skill owns the intent and the desired velocity. Paths stay on bevy-navigation. Transform integration stays on bevy-character-movement. Line-of-sight sensors stay on bevy-spatial-queries.

ECS shape

  • Components: a mode flag can be an enum Component (see bevy-state-machines for the pattern). Goal position can be your own component. No agent, radius, or layer type was opened.
  • Resources: a shared patrol table can be a Resource you define. No navigation resource was opened.
  • Systems: read the mode and write a desired velocity or waypoint on Update or Fixed. Use .chain() so policy runs before movement. Do not call an agent callback that writes Transform.
  • Schedule: Fixed / FixedMain when the result feeds the movement step.

Policy map

Need Owner
Chase vs patrol vs wait Enum Component plus a system that writes Goal
Retarget throttle Timer resource ticked on FixedUpdate
Crowd and avoidance bevy-navigation
Bake and obstacles bevy-navigation
Line of sight bevy-spatial-queries

Policy writes DesiredVelocity. It does not move Transform and it does not query a navmesh.

[dependencies]
bevy = "0.20"
#[derive(Clone, Copy, PartialEq, Eq, Component)]
enum Brain {
    Wait,
    Patrol,
    Chase,
}

#[derive(Component)]
struct WaypointIndex(usize);

#[derive(Component)]
struct Goal(Vec3);

#[derive(Component)]
struct DesiredVelocity(Vec3);

#[derive(Component)]
struct Player;

#[derive(Resource)]
struct PatrolRoute {
    points: Vec<Vec3>,
}

#[derive(Resource)]
struct RetargetClock(Timer);

fn tick_policy(
    time: Res<Time>,
    mut clock: ResMut<RetargetClock>,
    route: Res<PatrolRoute>,
    players: Query<&Transform, With<Player>>,
    mut actors: Query<(&Brain, &Transform, &mut WaypointIndex, &mut Goal)>,
) {
    clock.0.tick(time.delta());
    if !clock.0.just_finished() {
        return;
    }
    let player_pos = players.iter().next().map(|transform| transform.translation);
    for (brain, transform, mut cursor, mut goal) in &mut actors {
        match *brain {
            Brain::Wait => goal.0 = transform.translation,
            Brain::Patrol => {
                if route.points.is_empty() {
                    continue;
                }
                cursor.0 = (cursor.0 + 1) % route.points.len();
                goal.0 = route.points[cursor.0];
            }
            Brain::Chase => {
                if let Some(pos) = player_pos {
                    goal.0 = pos;
                }
            }
        }
    }
}

fn steer(mut actors: Query<(&Transform, &Goal, &mut DesiredVelocity), With<Brain>>) {
    for (transform, goal, mut velocity) in &mut actors {
        let offset = goal.0 - transform.translation;
        let flat = Vec3::new(offset.x, 0.0, offset.z);
        velocity.0 = if flat.length_squared() < 0.05 {
            Vec3::ZERO
        } else {
            flat.normalize() * 3.0
        };
    }
}

pub struct NavPolicyPlugin;

impl Plugin for NavPolicyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(PatrolRoute {
            points: vec![Vec3::new(-6.0, 0.0, 0.0), Vec3::new(6.0, 0.0, 4.0)],
        })
        .insert_resource(RetargetClock(Timer::from_seconds(
            0.4,
            TimerMode::Repeating,
        )))
        .add_systems(FixedUpdate, (tick_policy, steer).chain());
    }
}
#[derive(Component)]
struct PatrolAgent;

fn spawn_patrol(mut commands: Commands) {
    commands.spawn((
        PatrolAgent,
        Transform::from_xyz(0.0, 0.0, 0.0),
        DesiredDir(Vec3::X),
    ));
}

#[derive(Component)]
struct DesiredDir(Vec3);

fn hold_when_close(mut agents: Query<(&Transform, &mut DesiredDir), With<PatrolAgent>>) {
    for (transform, mut desired) in &mut agents {
        if transform.translation.distance(Vec3::ZERO) < 0.5 {
            desired.0 = Vec3::ZERO;
        }
    }
}

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 One script that owns the whole actor
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 on latest; 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 navigation-agent or nav-server types from another engine. WHY: this skill writes Goal and DesiredVelocity; a foreign agent type would move Transform and skip the chain into movement.

  • No named third-party navigation or physics crate. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented path, bake, or avoidance APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. No AI navigation module was opened. Load references/ecs-ownership.md when splitting goal writes from velocity writes. Do not load it to bake a mesh.

Official Documentation

  • Assets - Official asset catalog. No AI plugin was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, Resource pairing via bevy-data-resources, systems, and .chain().
  • App states are not per-entity patrol modes. Per-entity flags stay components (bevy-state-machines).

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master