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:
defaultenables2d,3d,ui, andaudio. Turn default features off and pick one profile when the binary should stay smaller. - Windowed games:
DefaultPluginsbrings the window, input, and the renderer for the features you enabled. - Headless:
MinimalPluginsschedules the app with no window and no renderer. Pair it withdefault-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 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 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
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - Hub.
- bevy-project-foundations - Cargo app shell.
Complements
- bevy-platform-desktop - Windowed targets.
- godot-project-templates - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
