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bevy-project-templates

该 Skill 面向 Bevy 0.20+,帮助选择 Cargo feature profile,并给出 2D、3D、UI 与 headless 项目的插件和启动系统代码示例;还解释 Component、Resource、Commands、Plugin 的归属与调度规则。它不提供可克隆模板仓库,也不涉及物理、导航、网络或 XR 实现。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:27:10
分类:开发依赖:读写文件应用场景:代码生成 / 模板 / 概念解释

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-project-templates
Metadata
name
bevy-project-templates
description
Bevy ECS skill for project templates. Keywords: Bevy, template, cargo, features, 2d, 3d, ui.

Bevy project templates

When to use

Load this when choosing a starting Cargo feature set. App construction details stay on bevy-project-foundations. This file does not ship a template repository.

ECS shape

  • Profiles: default enables 2d, 3d, ui, and audio. Turn default features off and pick one profile when the binary should stay smaller.
  • Windowed games: DefaultPlugins brings the window, input, and the renderer for the features you enabled.
  • Headless: MinimalPlugins schedules the app with no window and no renderer. Pair it with default-features = false.

Examples

A 2D crate disables the default set and enables the 2d profile only. Swap the feature for 3d or ui when that is the whole binary.

[package]
name = "game"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = { version = "0.20", default-features = false, features = ["2d"] }

The 2D starter spawns a camera. The 3D starter does the same with a 3D camera. Both assume DefaultPlugins.

fn setup_2d(mut commands: Commands) {
    commands.spawn(Camera2d);
}

pub struct FlatPlugin;

impl Plugin for FlatPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, setup_2d);
    }
}

fn main() {
    App::new().add_plugins((DefaultPlugins, FlatPlugin)).run();
}
fn setup_3d(mut commands: Commands) {
    commands.spawn((Camera3d::default(), Transform::from_xyz(0.0, 2.0, 6.0)));
}

pub struct ScenePlugin;

impl Plugin for ScenePlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, setup_3d);
    }
}

A headless tool uses MinimalPlugins and a plain update system.

fn tick(mut frames: ResMut<FrameCount>) {
    frames.0 += 1;
}

#[derive(Resource, Default)]
struct FrameCount(u32);

fn main() {
    App::new()
        .add_plugins(MinimalPlugins)
        .init_resource::<FrameCount>()
        .add_systems(Update, tick)
        .run();
}

Same job, Bevy types

Design Bevy idiom
2D starter Cargo feature 2d, DefaultPlugins, Camera2d
3D starter Cargo feature 3d, DefaultPlugins, Camera3d
UI tool Cargo feature ui plus DefaultPlugins
Headless default-features = false and MinimalPlugins

Scope

Gitignore and CI files belong to the repository, not to the engine. The feature flag and the plugin set above are the starting point.

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 scene-tree script hung on the 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 Check the official docs first 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 Godot project.godot template or export presets. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

Official pages stay on unversioned bevy.org URLs. The library pin on bevy-master stays 0.20.0.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master