Bevy app resources
When to use
Load this when data or logic must exist for the whole app: one clock, one ruleset, startup spawn, or an ordered pair of systems. Pair with bevy-data-resources for the component-versus-resource split.
ECS shape
- App. The Apps page: an
Appcontains aWorldand the outer loop. It initializes resources (one copy), adds systems to aSchedule, and imports otherAppchanges through plugins. - Resources.
Resource,Res,ResMut, andinsert_resource(Resources page).Timearrives fromadd_plugins(DefaultPlugins). - Plugins. The Resources page implements
Pluginand inserts the resource insidebuild.DefaultPluginsis the plugin set that addsTime. Name only the plugins this page documents. - Schedules.
add_systems(Startup, ...)runs once before other systems.add_systems(Update, ...)is the repeating schedule in the ECS page..chain()orders systems that must see each other's writes.bevy::ecs::messagenamesFixedUpdateonly as the schedule after whichsignal_message_update_systemruns. Fixed-timestep clock types stay in bevy-character-movement. - States. App-wide modes are
bevy::state, not a global node. See bevy-state-machines.
App choices
| Need | Bevy idiom |
|---|---|
| One copy for the whole app | A Resource inserted on the App |
| Logic that ticks every frame | A system on Update (or a chained pair) |
| Boot setup | A Startup system or insert_resource in a Plugin |
| One-shot notice | A message or event. See bevy-events-messaging. |
Scope
- Insert app-wide data with
insert_resourceinsidePlugin::build, or from aStartupsystem. - Order two systems that both mutably use the same resource with
.chain(). - Save files are a
Resourceyou serialize yourself. The running copy stays in theWorld.
Examples
[package]
name = "app_resources"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
One rules resource, one startup spawn, and a pair of systems that must not race on Score.
#[derive(Resource)]
struct Ruleset {
gravity: f32,
}
#[derive(Resource, Default)]
struct Score(u32);
#[derive(Component)]
struct Falling;
fn spawn_session(mut commands: Commands) {
commands.spawn((Name::new("session"), Transform::default(), Falling));
}
fn apply_gravity(
rules: Res<Ruleset>,
time: Res<Time>,
mut bodies: Query<&mut Transform, With<Falling>>,
) {
let step = rules.gravity * time.delta_secs();
for mut transform in &mut bodies {
transform.translation.y += step;
}
}
fn award(mut score: ResMut<Score>) {
score.0 = score.0.saturating_add(1);
}
fn publish(score: Res<Score>, mut bodies: Query<&mut Transform, With<Falling>>) {
let lift = score.0 as f32;
for mut transform in &mut bodies {
transform.translation.x = lift;
}
}
pub struct RulesPlugin;
impl Plugin for RulesPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Ruleset { gravity: -9.8 })
.init_resource::<Score>()
.add_systems(Startup, spawn_session)
.add_systems(Update, (apply_gravity, award, publish).chain());
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(RulesPlugin)
.run();
}
award and publish both touch Score or Transform. apply_gravity also writes Transform, so the three systems stay in one chain.
A second plugin only reads the rules resource.
#[derive(Resource)]
struct Ruleset {
gravity: f32,
}
fn log_rules(rules: Res<Ruleset>) {
let _gravity = rules.gravity;
}
pub struct HudPlugin;
impl Plugin for HudPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, log_rules);
}
}
Fixed-step simulation reads Time<Fixed> and stays on FixedUpdate.
#[derive(Component)]
struct Falling;
fn fixed_step(time: Res<Time<Fixed>>, mut bodies: Query<&mut Transform, With<Falling>>) {
let step = time.delta_secs();
for mut transform in &mut bodies {
transform.translation.z += step;
}
}
pub struct FixedRulesPlugin;
impl Plugin for FixedRulesPlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, fixed_step);
}
}
fixed_step owns Falling in this module. The startup example uses its own Falling marker.
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 value stored off the entity |
| 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 process-global static for app data. WHY: a
Resourceon theAppis the single owner, and systems borrow it throughResorResMut. -
No invented plugin lists beyond
DefaultPluginsand thePlugintrait the Resources page uses. 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
The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.
Official Documentation
- Apps -
App,World, resources,Schedule, plugins. - Resources -
Resource,insert_resource,Plugin::build,DefaultPlugins,Time. - Quick Start: ECS -
Startup,Update,add_systems,.chain(). - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-project-foundations - Crate and
App::new().
Complements
- bevy-data-resources - When data is a component instead of a resource.
- bevy-state-machines - App-wide
Statesfor mode changes.
Downstream / consumers
- Save, audio, and scene skills cover persistence, playback, and scene spawn.
Master
- bevy-master - Bevy router.
