| name | bevy-ecs |
| description | Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.
|
| license | Apache-2.0 |
| compatibility | Bevy 0.16+ (Rust; pin Cargo.toml — APIs shift each minor release) |
| metadata | {"engine":"bevy","category":"other-engines","difficulty":"advanced"} |
Bevy ECS
Structure a Bevy game in Rust around the Entity Component System: the App and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. Pins Bevy 0.16+ (code targets 0.16; Bevy's API
shifts each minor release — match your Cargo.toml).
When to use
- Use when wiring a Bevy
App, defining Component/Resource types, writing
systems that query entities, ordering/filtering systems, or fixing
borrow-conflict panics and frame-dependent movement.
- Use when
Cargo.toml depends on bevy and code calls App::new(),
add_systems, Query, or Commands.
When not to use: this is the ECS core. Deep rendering, custom shaders/
pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or
procedural algorithms, pair with game-ai / procedural-gen.
Core workflow
- Pin the version. Bevy's API changes every minor release. Set
bevy = "0.16" (or your target) in Cargo.toml and treat the matching docs as
truth. Enable dynamic_linking in dev for faster iterative builds.
- Build the
App. App::new().add_plugins(DefaultPlugins) gives windowing,
input, rendering, time, etc. Register systems into schedules: Startup (once)
and Update (every frame).
- Model data as components, globals as resources.
#[derive(Component)] for
per-entity data; #[derive(Resource)] for one-of-a-kind data (score, settings,
the Time clock).
- Write systems as plain functions. Parameters declare data access:
Query<...>
for entities, Res<T>/ResMut<T> for resources, Commands for deferred
spawn/despawn. Systems run in parallel when their accesses don't conflict.
- Drive motion by
time.delta_secs() so speed is frame-rate independent.
- Order only what must be ordered with
.chain() or explicit constraints;
gate systems with run_if. Group related setup into Plugins. Build with
cargo run and read the panics — Bevy reports conflicting queries at startup.
Patterns
1. Cargo.toml + minimal App
[dependencies]
bevy = "0.16"
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, move_players)
.run();
}
2. Components, resources, and spawning
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Velocity(Vec2);
#[derive(Resource)]
struct Score(u32);
fn setup(mut commands: Commands) {
commands.insert_resource(Score(0));
commands.spawn(Camera2d);
commands.spawn((
Player,
Velocity(Vec2::new(150.0, 0.0)),
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
3. A system with a query + the Time resource
fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
for (velocity, mut transform) in &mut query {
transform.translation += velocity.0.extend(0.0) * time.delta_secs();
}
}
4. Query filters (With / Without / Changed)
fn aim_player(mut q: Query<&mut Transform, With<Player>>) { }
fn separate(
mut players: Query<&mut Transform, With<Player>>,
mut enemies: Query<&mut Transform, Without<Player>>,
) { }
fn on_health_change(q: Query<&Health, Changed<Health>>) {
for health in &q { }
}
5. Resources: read and write
fn add_points(mut score: ResMut<Score>) {
score.0 += 10;
}
fn show_score(score: Res<Score>) {
info!("score: {}", score.0);
}
6. Ordering, run conditions, and plugins
fn main() {
App::new()
.add_plugins((DefaultPlugins, GameplayPlugin))
.add_systems(Update, (apply_damage, check_deaths).chain())
.add_systems(Update, spawn_wave.run_if(wave_timer_finished))
.run();
}
struct GameplayPlugin;
impl Plugin for GameplayPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Score(0))
.add_systems(Startup, setup)
.add_systems(Update, (move_players, add_points));
}
}
Pitfalls
delta_seconds() not found → it was renamed to time.delta_secs() (and
elapsed_secs()) in 0.16. Using the old name fails to compile.
- Movement speed scales with frame rate → multiply per-frame changes by
time.delta_secs(). Never assume a fixed frame time.
- Panic: "conflicting accesses" / "&mut T and &mut T" → two
Querys in one
system both write the same component, or one reads while another writes overlapping
entities. Make them disjoint with With/Without, or use ParamSet.
Camera2dBundle/SpriteBundle not found → bundles were deprecated in 0.15 and
removed in 0.16.
Spawn the components directly (Camera2d, Sprite, Transform); required
components fill in the rest.
- "trait
Component is not implemented" → you forgot #[derive(Component)]
(or #[derive(Resource)] for a resource).
- Spawned entity not visible to a later query in the same frame →
Commands are
deferred and applied at the next sync point. Read the entity in a subsequent system,
not the one that spawned it.
- System order assumed but not enforced → systems run in parallel by default.
If
B must follow A, add (A, B).chain() or an explicit ordering constraint.
- Copy-pasting older Bevy snippets → APIs shift between minor versions (e.g.
the buffered-event API was reworked after 0.16). Verify against the docs for
your pinned version; don't mix versions.
References
- For schedules and
SystemSet ordering, States/OnEnter/OnExit, change
detection, Commands lifecycle and sync points, ParamSet for conflicting
queries, and a version note on the events/observers API, read
references/queries-and-scheduling.md.
Related skills
game-ai — FSMs/behavior trees/steering as portable concepts to implement in ECS.
procedural-gen — noise/RNG/generation algorithms to drive from systems.
pygame-core / love2d-core — lighter-weight engines for smaller projects.