Bevy data resources
When to use
Load this when you are deciding where a piece of data lives: on many entities, or once for the whole app. The Resources page and the ECS page are the source for the names below.
ECS shape
- Components are for data you query across entities (
Component,Query). Use them when many things carry the same kind of fields. - Resources are globally unique data (
Resource). The Resources page names elapsed time, asset collections, and renderers as examples. Access them withRes<T>(read) andResMut<T>(write). - Insert.
insert_resourceplaces a resource on theApp. The page's sample derivesResourceonGreetTimer(Timer)and insertsTimer::from_seconds(2.0, TimerMode::Repeating). - Time.
Timeis inserted byadd_plugins(DefaultPlugins).time.delta()is the elapsed time since the last update.Timer::tickandjust_finishedare the page's timer methods. - Schedule: The sample reads
Res<Time>andResMut<GreetTimer>inside anUpdatesystem. Startup versus update is on the ECS page.
A resource can hold asset handles loaded through AssetServer. The handles are data; the loader stays on the asset server.
Where data lives
| Need | Bevy idiom |
|---|---|
| Data on one gameplay thing | A Component |
| One copy for the whole app | A Resource inserted with insert_resource |
| Shared clock | Time from DefaultPlugins, or your own Resource |
| Authored data file | serde plus ron::from_str into a Resource, or Handle<Mesh> from AssetServer |
Scope
- Handles, RON tables, and plugin
insert_resourcecalls are in the examples below. - Per-entity data files and save blobs are out of scope. See bevy-save-load.
[package]
name = "data-resources"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
ron = "0.10"
One greet timer resource, ticked from Time on Update.
#[derive(Resource)]
struct GreetTimer(Timer);
fn greet(time: Res<Time>, mut timer: ResMut<GreetTimer>) {
timer.0.tick(time.delta());
if timer.0.just_finished() {
let _ready = true;
}
}
pub struct GreetPlugin;
impl Plugin for GreetPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(GreetTimer(Timer::from_seconds(2.0, TimerMode::Repeating)))
.add_systems(Update, greet);
}
}
fn main() {
App::new().add_plugins(DefaultPlugins).add_plugins(GreetPlugin).run();
}
Per-entity speed stays a component. The shared multiplier stays a resource.
#[derive(Component)]
struct BaseSpeed(f32);
#[derive(Component)]
struct Speed(f32);
#[derive(Resource)]
struct SpeedScale(f32);
fn scale_speed(scale: Res<SpeedScale>, mut bodies: Query<(&BaseSpeed, &mut Speed)>) {
for (base, mut speed) in &mut bodies {
speed.0 = base.0 * scale.0;
}
}
pub struct SpeedPlugin;
impl Plugin for SpeedPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SpeedScale(1.0))
.add_systems(Startup, |mut commands: Commands| {
commands.spawn((BaseSpeed(4.0), Speed(4.0)));
})
.add_systems(Update, scale_speed);
}
}
Load a scene handle into a resource, and parse a RON table into another.
use serde::Deserialize;
#[derive(Resource)]
struct LevelAssets {
mesh: Handle<Mesh>,
}
#[derive(Deserialize, Resource)]
struct Tuning {
speed: f32,
}
fn load_level(mut commands: Commands, assets: Res<AssetServer>) {
commands.insert_resource(LevelAssets {
mesh: assets.load("models/gate.glb#Mesh0/Primitive0"),
});
}
fn tuning_from_ron(raw: &str) -> Result<Tuning, ron::error::SpannedError> {
ron::from_str(raw)
}
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 struct that stores every entity's fields |
| 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 | Read the linked Bevy pages | 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 packed scene or node-script stand-ins for
Resource. WHY: app-wide data is aResourceinserted on theApporCommands. -
No invented asset or serialization APIs. 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. Official links stay on the unversioned learn pages.
Official Documentation
- Resources -
Resource,Res,ResMut,insert_resource,Time,Timer,TimerMode. - Quick Start: ECS -
ComponentandQueryfor per-entity data. - Apps - Resources as the single copy of global data in the
World. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Component versus resource ownership.
- bevy-ecs-composition - How components are spawned and queried.
Complements
- bevy-app-resources - Schedules and plugins around those resources.
Downstream / consumers
- Inventory, stats, and save skills cover items, attributes, and persistence.
Master
- bevy-master - Bevy router.
