Bevy events and messaging
When to use
Load this when one system should notice that something happened without storing that fact on every entity. Pick the mechanism from the pages below. Do not invent a third channel.
ECS shape
- Messages (pull).
Messageis a buffered message for pull-based handling.MessageWriterwrites.MessageReaderreads and tracks what it already saw.Messagesholds what occurred within the last two updates. Register the type withApp::add_message. The engine updates the buffer; gameplay systems only write and read. - Events (push). Derive
Event, add an observer, trigger.Commands::triggerandWorld::triggerrun observers immediately inside the call.On<E>is the system parameter.Event::Triggerdefaults toGlobalTriggerfor derived events. - Observers. An
Observeris a component that holds a system.EntityEventtargets one entity: the event carries theentityfield, andOn::event_targetreturns it. - State transitions.
StateTransitionEvent<S>fires when stateSchanges. That type lives with states. See bevy-state-machines.
Examples
[dependencies]
bevy = "0.20"
A hit is a fact other systems poll. Register the message, write it from the strike system, and read it later in the same schedule. add_message keeps the double-buffered queue.
#[derive(Message)]
struct Hit {
amount: i32,
}
fn install(app: &mut App) {
app.add_message::<Hit>()
.add_systems(Update, (deal, apply).chain());
}
fn deal(mut hits: MessageWriter<Hit>) {
hits.write(Hit { amount: 12 });
}
fn apply(mut hits: MessageReader<Hit>) {
for hit in hits.read() {
info!("hit {}", hit.amount);
}
}
A shout should run listeners now. Derive Event, observe with On<Shout>, and trigger. The observer runs inside trigger before the system returns.
#[derive(Event)]
struct Shout {
text: String,
}
fn listen(shout: On<Shout>) {
info!("{}", shout.event().text);
}
fn setup(mut commands: Commands) {
commands.spawn(Observer::new(listen));
commands.trigger(Shout {
text: "round".into(),
});
}
An entity-targeted event names its target. event_target is that entity; the observer still runs immediately.
#[derive(EntityEvent)]
struct Stagger {
entity: Entity,
}
fn on_stagger(hit: On<Stagger>) {
info!("stagger {:?}", hit.event_target());
}
fn strike(mut commands: Commands, fighters: Query<Entity>) {
for entity in &fighters {
commands.trigger(Stagger { entity });
}
}
Scope
- Register a message with
App::add_messagebefore anyMessageWriterorMessageReader. - Entity-targeted triggers use
EntityEventandCommands::triggerwith theentityfield set. - Write and read a message in the same schedule with
.chain()so the reader sees the write before the buffer updates.
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 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 invented message-registration or trigger methods. 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 pages stay on the unversioned site.
Official Documentation
- ECS messages - Systems,
Query, and where a buffered notice fits beside components. - Observer example -
Event,EntityEvent,Observer, andtrigger. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - ECS ownership before adding a notice channel.
- bevy-ecs-composition - Systems that write or read the notice.
Complements
- bevy-state-machines -
StateTransitionEventfor app-wide state changes.
Downstream / consumers
- Gameplay skills cover combat, abilities, and similar loops.
Master
- bevy-master - Bevy router.
