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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.
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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. New examples target Bevy 0.20. If the project
already pins another release, keep that release and use its matching migration guide.
App, defining Component/Resource types, writing
systems that query entities, ordering/filtering systems, or fixing
borrow-conflict panics and frame-dependent movement.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.
Cargo.toml and Cargo.lock first. For a
new project use bevy = "0.20"; never silently migrate an existing project
across a Bevy minor release. Treat the matching docs and migration guides as truth.App. App::new().add_plugins(DefaultPlugins) gives windowing,
input, rendering, time, etc. Register systems into schedules: Startup (once)
and Update (every frame).#[derive(Component)] for
per-entity data; #[derive(Resource)] for one-of-a-kind data (score, settings,
the Time clock). Since 0.19 Resource extends Component and each resource is
stored on its own entity, so do not derive both.Query<...>
for entities, Res<T>/ResMut<T> for resources, Commands for deferred
spawn/despawn. Systems run in parallel when their accesses don't conflict.time.delta_secs() so speed is frame-rate independent..chain() or explicit constraints;
gate systems with . Group related setup into s. Build with
and read the panics — Bevy reports conflicting queries at startup.run_ifPlugincargo run# Cargo.toml — pin the version; the API differs across minor releases.
[dependencies]
bevy = "0.20"
// main.rs
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins) // window, input, render, time, ...
.add_systems(Startup, setup) // runs once at startup
.add_systems(Update, move_players) // runs every frame
.run();
}
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Velocity(Vec2);
#[derive(Resource)]
struct Score(u32);
fn setup(mut commands: Commands) {
commands.insert_resource(Score(0));
// Camera2d is a component with required components (bundles removed in 0.16);
// spawning it pulls in Transform, Camera, etc. automatically.
commands.spawn(Camera2d);
// Spawn an entity as a tuple of components.
commands.spawn((
Player,
Velocity(Vec2::new(150.0, 0.0)),
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
// Iterate every entity that has BOTH Velocity and Transform; mutate Transform.
fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
for (velocity, mut transform) in &mut query {
// delta_secs() is f32 seconds (renamed from delta_seconds() in 0.16).
transform.translation += velocity.0.extend(0.0) * time.delta_secs();
}
}
// Only entities tagged Player (the Player component itself isn't read).
fn aim_player(mut q: Query<&mut Transform, With<Player>>) { /* ... */ }
// Disjoint two mutable Transform queries so they don't conflict at runtime.
fn separate(
mut players: Query<&mut Transform, With<Player>>,
mut enemies: Query<&mut Transform, Without<Player>>,
) { /* ... */ }
// React only when Health changed since last run (change detection).
fn on_health_change(q: Query<&Health, Changed<Health>>) {
for health in &q { /* update the HUD, etc. */ }
}
fn add_points(mut score: ResMut<Score>) {
score.0 += 10; // ResMut = write access
}
fn show_score(score: Res<Score>) {
info!("score: {}", score.0); // Res = read access
}
fn main() {
App::new()
.add_plugins((DefaultPlugins, GameplayPlugin))
// .chain() forces order: damage resolves before death is checked.
.add_systems(Update, (apply_damage, check_deaths).chain())
// run_if gates a system on a condition each frame.
.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));
}
}
delta_seconds() not found → it was renamed to time.delta_secs() (and
elapsed_secs()) in 0.16. Using the old name fails to compile.time.delta_secs(). Never assume a fixed frame time.error[B0001]: "... accesses component(s) Transform in a way that conflicts
with a previous system parameter" → 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.Component is not implemented" → you forgot #[derive(Component)]
(or #[derive(Resource)] for a resource).Commands are
deferred and applied at the next sync point. Read the entity in a subsequent system,
not the one that spawned it.B must follow A, add (A, B).chain() or an explicit ordering constraint.
To find order dependencies that only work by accident, shuffle the schedule in tests
with ScheduleBuildSettings::shuffle_seed (0.20, debug feature; see the reference).Component" after deriving both Resource
and Component → since 0.19 Resource extends Component; derive Resource alone.Query<EntityMut> next to a Res<T> panics with
error[B0002] (or B0001, depending on parameter order) → since 0.19 every
resource lives on an entity tagged IsResource,
so Query<Entity>/EntityRef/EntityMut match those entities too. Query your own
marker component, or add Without<IsResource> (use bevy::ecs::resource::IsResource).On<Add, Player> fails with "struct takes 1 generic argument but 2 generic
arguments were supplied" → 0.20 moved the component into the lifecycle event:
write On<Add<Player>> (likewise Insert<T>, Discard<T>, Remove<T>, Despawn<T>).Pointer<Click> / Pointer<Press> not found in a picking observer → 0.20
flattened pointer events: observe On<PointerClick> / On<PointerPress>, and read
click.pointer.position (a Vec2) instead of the old pointer_location.OnExit/OnEnter run again when "switching" to the current state →
NextState::set always runs the transition schedules. Use set_if_different to skip
same-state transitions (renamed from set_if_neq in 0.20; calling set_if_neq on a
ResMut<NextState<_>> picks up the unrelated change-detection method and fails with
"can't compare NextState").text does not live long enough" from Name::new(text.as_str()) → since 0.20
Name takes a &'static str literal or an owned String, not a borrowed &str;
pass Name::new(text.clone()) or Name::new(format!("Enemy {id}")).Mesh2d backend, and draw order at equal z was never guaranteed. Give
sprites that can overlap distinct Transform z values.EventReader/EventWriter/
add_event no longer exist, so use #[derive(Message)], MessageReader/
MessageWriter, and app.add_message::<T>(). Verify against the docs and migration
guide for your pinned version; don't mix versions.SystemSet ordering (including 0.20 weak ordering and schedule
shuffling), States/OnEnter/OnExit and state-scoped despawning, change
detection, Commands lifecycle and sync points, ParamSet and resource-entity
conflicts, iter_many results, and messages/observers in 0.20 syntax, read
references/queries-and-scheduling.md.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.---
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.
---
# 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. New examples target **Bevy 0.20**. If the project
already pins another release, keep that release and use its matching migration guide.
## 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
1. **Detect and pin the version.** Read `Cargo.toml` and `Cargo.lock` first. For a
new project use `bevy = "0.20"`; never silently migrate an existing project
across a Bevy minor release. Treat the matching docs and migration guides as truth.
2. **Build the `App`.** `App::new().add_plugins(DefaultPlugins)` gives windowing,
input, rendering, time, etc. Register systems into schedules: `Startup` (once)
and `Update` (every frame).
3. **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). Since 0.19 `Resource` extends `Component` and each resource is
stored on its own entity, so do not derive both.
4. **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.
5. **Drive motion by `time.delta_secs()`** so speed is frame-rate independent.
6. **Order only what must be ordered** with `.chain()` or explicit constraints;
gate systems with `run_if`. Group related setup into `Plugin`s. Build with
`cargo run` and read the panics — Bevy reports conflicting queries at startup.
## Patterns
### 1. Cargo.toml + minimal App
```toml
# Cargo.toml — pin the version; the API differs across minor releases.
[dependencies]
bevy = "0.20"
```
```rust
// main.rs
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins) // window, input, render, time, ...
.add_systems(Startup, setup) // runs once at startup
.add_systems(Update, move_players) // runs every frame
.run();
}
```
### 2. Components, resources, and spawning
```rust
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Velocity(Vec2);
#[derive(Resource)]
struct Score(u32);
fn setup(mut commands: Commands) {
commands.insert_resource(Score(0));
// Camera2d is a component with required components (bundles removed in 0.16);
// spawning it pulls in Transform, Camera, etc. automatically.
commands.spawn(Camera2d);
// Spawn an entity as a tuple of components.
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
```rust
// Iterate every entity that has BOTH Velocity and Transform; mutate Transform.
fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
for (velocity, mut transform) in &mut query {
// delta_secs() is f32 seconds (renamed from delta_seconds() in 0.16).
transform.translation += velocity.0.extend(0.0) * time.delta_secs();
}
}
```
### 4. Query filters (With / Without / Changed)
```rust
// Only entities tagged Player (the Player component itself isn't read).
fn aim_player(mut q: Query<&mut Transform, With<Player>>) { /* ... */ }
// Disjoint two mutable Transform queries so they don't conflict at runtime.
fn separate(
mut players: Query<&mut Transform, With<Player>>,
mut enemies: Query<&mut Transform, Without<Player>>,
) { /* ... */ }
// React only when Health changed since last run (change detection).
fn on_health_change(q: Query<&Health, Changed<Health>>) {
for health in &q { /* update the HUD, etc. */ }
}
```
### 5. Resources: read and write
```rust
fn add_points(mut score: ResMut<Score>) {
score.0 += 10; // ResMut = write access
}
fn show_score(score: Res<Score>) {
info!("score: {}", score.0); // Res = read access
}
```
### 6. Ordering, run conditions, and plugins
```rust
fn main() {
App::new()
.add_plugins((DefaultPlugins, GameplayPlugin))
// .chain() forces order: damage resolves before death is checked.
.add_systems(Update, (apply_damage, check_deaths).chain())
// run_if gates a system on a condition each frame.
.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 `error[B0001]`: "... accesses component(s) Transform in a way that conflicts
with a previous system parameter"** → two `Query`s 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.
To find order dependencies that only work by accident, shuffle the schedule in tests
with `ScheduleBuildSettings::shuffle_seed` (0.20, `debug` feature; see the reference).
- **"conflicting implementations of trait `Component`" after deriving both `Resource`
and `Component`** → since 0.19 `Resource` extends `Component`; derive `Resource` alone.
- **"Despawn everything" panics, or `Query<EntityMut>` next to a `Res<T>` panics with
`error[B0002]` (or `B0001`, depending on parameter order)** → since 0.19 every
resource lives on an entity tagged `IsResource`,
so `Query<Entity>`/`EntityRef`/`EntityMut` match those entities too. Query your own
marker component, or add `Without<IsResource>` (`use bevy::ecs::resource::IsResource`).
- **`On<Add, Player>` fails with "struct takes 1 generic argument but 2 generic
arguments were supplied"** → 0.20 moved the component into the lifecycle event:
write `On<Add<Player>>` (likewise `Insert<T>`, `Discard<T>`, `Remove<T>`, `Despawn<T>`).
- **`Pointer<Click>` / `Pointer<Press>` not found in a picking observer** → 0.20
flattened pointer events: observe `On<PointerClick>` / `On<PointerPress>`, and read
`click.pointer.position` (a `Vec2`) instead of the old `pointer_location`.
- **`OnExit`/`OnEnter` run again when "switching" to the current state** →
`NextState::set` always runs the transition schedules. Use `set_if_different` to skip
same-state transitions (renamed from `set_if_neq` in 0.20; calling `set_if_neq` on a
`ResMut<NextState<_>>` picks up the unrelated change-detection method and fails with
"can't compare `NextState`").
- **"`text` does not live long enough" from `Name::new(text.as_str())`** → since 0.20
`Name` takes a `&'static str` literal or an owned `String`, not a borrowed `&str`;
pass `Name::new(text.clone())` or `Name::new(format!("Enemy {id}"))`.
- **Overlapping sprites swap draw order after upgrading to 0.20** → sprites now render
through the `Mesh2d` backend, and draw order at equal `z` was never guaranteed. Give
sprites that can overlap distinct `Transform` z values.
- **Copy-pasting older Bevy snippets** → APIs shift between minor versions. The
buffered event system became the message system: `EventReader`/`EventWriter`/
`add_event` no longer exist, so use `#[derive(Message)]`, `MessageReader`/
`MessageWriter`, and `app.add_message::<T>()`. Verify against the docs and migration
guide for *your* pinned version; don't mix versions.
## References
- For schedules and `SystemSet` ordering (including 0.20 weak ordering and schedule
shuffling), `States`/`OnEnter`/`OnExit` and state-scoped despawning, change
detection, `Commands` lifecycle and sync points, `ParamSet` and resource-entity
conflicts, `iter_many` results, and messages/observers in 0.20 syntax, 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.