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bevy-debugging-profiling

该 Skill 说明 Bevy 0.20+ 中 LogPlugin、DiagnosticsPlugin、FrameTime、EntityCount、SystemInformation 与 LogDiagnostics 等插件的用法,并给出读取帧时间、注册自定义诊断的 Rust 示例;不包含 Tracy、逐系统火焰图和外部 profiler 设置。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:53
分类:开发依赖:纯提示词应用场景:调试排错 / 代码生成

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-debugging-profiling
Metadata
name
bevy-debugging-profiling
description
Bevy ECS skill for logs and diagnostics. Keywords: Bevy, LogPlugin, DiagnosticsPlugin, FrameTimeDiagnosticsPlugin.

Bevy debugging and profiling

When to use

Load this when a running app should print logs or record frame time, entity count, or process CPU and memory.

ECS shape

  • Logs: LogPlugin is part of DefaultPlugins. Override it with DefaultPlugins.set(LogPlugin { level, filter, .. }). The page's example uses Level::DEBUG and a filter string such as wgpu=error,bevy_render=info,bevy_ecs=trace. The same filter works as RUST_LOG. To bring your own collector, disable this plugin on DefaultPlugins.
  • Diagnostics core: DiagnosticsPlugin adds the core resources. DiagnosticsStore holds the collection. Diagnostic is a timeline of DiagnosticMeasurement values addressed by DiagnosticPath. RegisterDiagnostic adds register_diagnostic on App.
  • Built-in plugins: FrameTimeDiagnosticsPlugin adds frame time, fps, and frame count. EntityCountDiagnosticsPlugin adds an entity count. SystemInformationDiagnosticsPlugin adds cpu_usage and mem_usage percent. LogDiagnosticsPlugin prints diagnostics to the console. FrameCount / FrameCountPlugin count frames since start.
  • Order: the log-diagnostics example adds these plugins after DefaultPlugins because they use the time plugin for timestamps.
  • Schedule: built-in plugins measure on their own. Read DiagnosticsStore when a HUD needs the latest sample. Register a Diagnostic only for a value you measure yourself.

Examples

[dependencies]
bevy = "0.20"

LogPlugin ships inside DefaultPlugins. Replace its level and filter when the default info stream is too quiet or too loud.

use bevy::log::{Level, LogPlugin};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(LogPlugin {
            filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".into(),
            level: Level::DEBUG,
            ..default()
        }))
        .run();
}

Frame time, entity count, process CPU and memory, and a console dump are four plugins. Add them after DefaultPlugins so timestamps exist.

use bevy::diagnostic::{
    EntityCountDiagnosticsPlugin, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin,
    SystemInformationDiagnosticsPlugin,
};

fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins,
            FrameTimeDiagnosticsPlugin::default(),
            EntityCountDiagnosticsPlugin {
                max_history_length: 60,
            },
            SystemInformationDiagnosticsPlugin,
            LogDiagnosticsPlugin::default(),
        ))
        .run();
}

A HUD reads the smoothed frame-time sample from the store. The path constants live on the plugin that recorded them.

use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};

fn read_frame_time(store: Res<DiagnosticsStore>) {
    let Some(frame) = store.get(&FrameTimeDiagnosticsPlugin::FRAME_TIME) else {
        return;
    };
    let Some(ms) = frame.smoothed() else {
        return;
    };
    info!("frame {ms:.2} ms");
}

A custom counter is a DiagnosticPath plus register_diagnostic. One system writes the measurement; nothing else mutates that path.

use bevy::diagnostic::{Diagnostic, DiagnosticPath, Diagnostics, RegisterDiagnostic};

const LIVE_ENEMIES: DiagnosticPath = DiagnosticPath::const_new("game/live_enemies");

#[derive(Component)]
struct Enemy;

fn install(app: &mut App) {
    app.register_diagnostic(Diagnostic::new(LIVE_ENEMIES).with_max_history_length(60));
}

fn measure_enemies(mut diagnostics: Diagnostics, enemies: Query<(), With<Enemy>>) {
    let count = enemies.iter().count() as f64;
    diagnostics.add_measurement(&LIVE_ENEMIES, || count);
}

Scope

  • Per-system flame graphs and Tracy stay outside this skill. LogPlugin covers level and filter.
  • Custom measurements use Diagnostic, DiagnosticPath, and register_diagnostic as in the example above.
  • This skill does not forward diagnostics into the render app.

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 mutable blob shared by every 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 Read the official 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 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 Tracy or external profiler setup this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No third-party profiling 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 pages stay on the unversioned site.

Official Documentation

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master