Bevy Sandbox (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for place, remove, and save of player-built entities.
ECS shape
- Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
- Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
- Systems read those components on
Updateor the fixed timestep from bevy-master. Order them with.chain()when a later system must see the result. - Schedule: gameplay mode changes go through bevy-state-machines. This file registers only place, edit, and the build snapshot.
Routing
- bevy-3d-world-building - Props.
- bevy-inventory-system - Build pieces.
- bevy-save-load - World persistence.
- bevy-input-handling - Place.
Scope
A placed cell is a component with a grid coordinate and a kind id. Props, inventories, and file persistence stay in the skills linked above.
| Call | Owner here | Leave to the linked skill |
|---|---|---|
| A press places a cell | PlacedCell spawned with a kind id |
Prop meshes in bevy-3d-world-building |
| Kind 1 at x = 0 becomes kind 2, then kind 0 despawns | .chain() paint then remove |
File IO in bevy-save-load |
| The build must round-trip | BuildSnapshot of serde records |
The save plugin in bevy-save-load |
[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
#[derive(Component, Clone, Copy)]
struct PlacedCell {
x: i32,
y: i32,
z: i32,
kind: u16,
}
fn place_cell(keys: Res<ButtonInput<KeyCode>>, mut commands: Commands) {
if keys.just_pressed(KeyCode::KeyP) {
commands.spawn((
PlacedCell {
x: 0,
y: 0,
z: 0,
kind: 1,
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
}
pub struct PlacePlugin;
impl Plugin for PlacePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, place_cell);
}
}
#[derive(Component, Clone, Copy)]
struct PlacedCell {
x: i32,
y: i32,
z: i32,
kind: u16,
}
fn remove_empty(mut commands: Commands, cells: Query<(Entity, &PlacedCell)>) {
for (entity, cell) in &cells {
if cell.kind == 0 {
commands.entity(entity).despawn();
}
}
}
fn paint_neighbor(mut cells: Query<&mut PlacedCell>) {
for mut cell in &mut cells {
if cell.x == 0 && cell.kind == 1 {
cell.kind = 2;
}
}
}
pub struct EditPlugin;
impl Plugin for EditPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (paint_neighbor, remove_empty).chain());
}
}
use serde::{Deserialize, Serialize};
#[derive(Component)]
struct PlacedCell {
x: i32,
y: i32,
z: i32,
kind: u16,
}
#[derive(Serialize, Deserialize, Clone, Default)]
struct CellRecord {
x: i32,
y: i32,
z: i32,
kind: u16,
}
#[derive(Resource, Default)]
struct BuildSnapshot(Vec<CellRecord>);
fn snapshot(cells: Query<&PlacedCell>, mut saved: ResMut<BuildSnapshot>) {
saved.0 = cells
.iter()
.map(|cell| CellRecord {
x: cell.x,
y: cell.y,
z: cell.z,
kind: cell.kind,
})
.collect();
}
pub struct SnapshotPlugin;
impl Plugin for SnapshotPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<BuildSnapshot>()
.add_systems(Update, snapshot);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(SnapshotPlugin)
.run();
}
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 |
| Behavior a linked domain skill already owns | Keep this router to components and resources | A second implementation in this file |
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.
-
Do not paint a cell and despawn it in the same unordered pair. WHY: both touch
PlacedCelldata, so paint runs before remove through.chain(). -
No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
Do not pick a physics or net crate here. 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
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - ECS ownership and schedules.
- bevy-ecs-composition - Spawn and query shape.
Complements
- bevy-3d-world-building - Props.
- bevy-inventory-system - Build pieces.
- bevy-save-load - World persistence.
- bevy-input-handling - Place.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
