Bevy character movement
When to use
Load this when a Bevy app needs a player or actor that moves in discrete steps (walk, jump feel, ground check) and you need the ECS shape before any solver code exists. Coyote time and a jump buffer are design notes. They are not a node port.
ECS shape
- Components own pose and intent: position, velocity, and a jump-buffer or coyote timer as data. The Quick Start ECS page shows components as Rust structs that derive
Component. - Resources own clocks and tuning shared by every mover.
bevy::time0.20.0 documentsTime,Fixed(fixed timestep clock), andVirtual. - Systems read intent and write velocity or position. Register them on the fixed schedule, not on a per-node physics callback.
- Schedule:
run_fixed_main_schedulerunsFixedMainfrom virtual time (bevy::time0.20.0). Order dependent systems with.chain()(ECS page). Do not paste a Godot physics-process function.
Engine counterparts
| Godot idea | Bevy idiom |
|---|---|
| Body that you move yourself | Entity with movement components and a system |
| Step that should stay stable when frame time changes | System on the fixed timestep (Fixed / FixedMain) |
| Coyote time, jump buffer | Timer data on the entity or a small resource, consumed by the movement system |
| Collision response | Collision response belongs on bevy-physics-3d. |
Scope
Locomotion here is kinematic data on FixedUpdate: intent, velocity, coyote time, and a jump buffer. Collision response belongs on bevy-physics-3d. Do not call move_and_slide, _physics_process, or CharacterBody2D.
[dependencies]
bevy = "0.20"
#[derive(Component, Default)]
struct PlanarIntent {
axis: Vec2,
jump_pressed: bool,
}
#[derive(Component)]
struct KinematicBody {
velocity: Vec3,
grounded: bool,
coyote: f32,
jump_buffer: f32,
}
#[derive(Resource)]
struct MoveTuning {
speed: f32,
jump_speed: f32,
gravity: f32,
coyote_time: f32,
jump_buffer_time: f32,
}
impl Default for MoveTuning {
fn default() -> Self {
Self {
speed: 6.0,
jump_speed: 8.0,
gravity: 20.0,
coyote_time: 0.12,
jump_buffer_time: 0.12,
}
}
}
fn read_move_intent(keys: Res<ButtonInput<KeyCode>>, mut bodies: Query<&mut PlanarIntent>) {
let mut axis = Vec2::ZERO;
if keys.pressed(KeyCode::KeyA) {
axis.x -= 1.0;
}
if keys.pressed(KeyCode::KeyD) {
axis.x += 1.0;
}
let jump_pressed = keys.just_pressed(KeyCode::Space);
for mut intent in &mut bodies {
intent.axis = axis;
intent.jump_pressed = jump_pressed;
}
}
fn step_kinematic(
time: Res<Time<Fixed>>,
tuning: Res<MoveTuning>,
mut bodies: Query<(&mut PlanarIntent, &mut KinematicBody, &mut Transform)>,
) {
let dt = time.delta_secs();
for (mut intent, mut body, mut transform) in &mut bodies {
body.velocity.x = intent.axis.x * tuning.speed;
if body.grounded {
body.coyote = tuning.coyote_time;
} else {
body.coyote = (body.coyote - dt).max(0.0);
body.velocity.y -= tuning.gravity * dt;
}
if intent.jump_pressed {
body.jump_buffer = tuning.jump_buffer_time;
intent.jump_pressed = false;
} else {
body.jump_buffer = (body.jump_buffer - dt).max(0.0);
}
if body.jump_buffer > 0.0 && body.coyote > 0.0 {
body.velocity.y = tuning.jump_speed;
body.jump_buffer = 0.0;
body.coyote = 0.0;
body.grounded = false;
}
transform.translation += body.velocity * dt;
if transform.translation.y <= 0.0 {
transform.translation.y = 0.0;
body.velocity.y = 0.0;
body.grounded = true;
}
}
}
fn spawn_mover(mut commands: Commands) {
commands.spawn((
Transform::default(),
PlanarIntent::default(),
KinematicBody {
velocity: Vec3::ZERO,
grounded: true,
coyote: 0.0,
jump_buffer: 0.0,
},
));
}
pub struct CharacterMovementPlugin;
impl Plugin for CharacterMovementPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<MoveTuning>()
.add_systems(Startup, spawn_mover)
.add_systems(Update, read_move_intent)
.add_systems(FixedUpdate, step_kinematic);
}
}
Sample ButtonInput::just_pressed in Update. FixedUpdate can run zero times or several times in one frame, so a press read there is dropped or repeated. The intent component keeps the edge until FixedUpdate consumes it.
When a physics skill writes Grounded, chain the coyote refill after that write so the timer sees the contact from the same tick.
#[derive(Component)]
struct Grounded;
#[derive(Component)]
struct CoyoteTimer(f32);
#[derive(Resource)]
struct CoyoteWindow(f32);
fn refill_coyote(window: Res<CoyoteWindow>, mut movers: Query<&mut CoyoteTimer, With<Grounded>>) {
for mut timer in &mut movers {
timer.0 = window.0;
}
}
fn tick_coyote(time: Res<Time<Fixed>>, mut movers: Query<&mut CoyoteTimer, Without<Grounded>>) {
let dt = time.delta_secs();
for mut timer in &mut movers {
timer.0 = (timer.0 - dt).max(0.0);
}
}
pub struct CoyotePlugin;
impl Plugin for CoyotePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(CoyoteWindow(0.12)).add_systems(
FixedUpdate,
(refill_coyote, tick_coyote).chain(),
);
}
}
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 Godot node script |
| 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 this skill | Load the skill that owns it | 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 step locomotion on raw
Updatewhen the step must stay stable. WHY:bevy::timedocumentsFixedandrun_fixed_main_schedule(FixedMain) for a fixed clock. - Do not read
ButtonInput::just_pressedinsideFixedUpdate. WHY: that schedule can skip a frame or run more than once, so the press is lost or applied twice. - Do not call
move_and_slide,_physics_process, orCharacterBody2D. WHY: those are Godot types. This skill only owns ECS movement data. - Do not invent a character-controller or shape-cast API. WHY: this skill owns kinematic intent and the fixed step; contact queries live on the physics skills.
- Do not mutably query the same movement component from two unordered systems. WHY: systems run in parallel unless
.chain()orders them.
Reference
The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.
Official Documentation
- Quick Start: ECS - Entities,
Component, systems,Query,Commands, and.chain(). - Fixed timestep -
FixedandFixedMainviarun_fixed_main_scheduleon the ECS schedule page. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - ECS ownership, schedules, and which Bevy skill to load.
Complements
- bevy-physics-3d - Collision and physics solvers. Player motion stays in this skill.
- godot-characterbody-2d - Equivalent Godot skill. Do not import Godot types.
Downstream / consumers
- Genre skills cover loop and encounter design.
Master
- bevy-master - Bevy router.
