bevy-game-dev
Bevy game development guidance for Rust/Bevy projects, covering ECS architecture, system scheduling, events, helper utilities, project structuring, and build/performance profiles. Use when designing, reviewing, or refactoring Bevy game code; adding systems/components/resources; organizing plugins and states; or tuning build and release workflows.
Installation
Follow the repository instructions for this skill and your agent. Review the files and dependencies before adding it to your workflow.
View source ↗GuidesSkill instructions
Bevy Game Dev
Overview
Use this skill to apply Bevy best practices when designing or reviewing game architecture, ECS patterns, scheduling, and build profiles.
Workflow
- Clarify the task goal (feature, refactor, performance, build pipeline).
- Identify Bevy version, states, and existing module/plugin layout.
- Apply ECS patterns for entities, IDs, and helper utilities.
- Define system scheduling with state bounds, sets, and explicit ordering.
- Validate project structure (prelude, internal plugins, system grouping).
- Adjust build and performance settings when needed.
References
- Read
references/bevy-best-practices.mdfor patterns, snippets, and build profile blocks. - Use the reference as the canonical source for recommendations.
Output Guidance
- Provide stepwise changes or concrete snippets tailored to the user’s codebase.
- Call out ordering dependencies between systems, sets, and events.
- When touching build profiles, include the exact
Cargo.tomlblocks and commands.
Examples
Read the usage examples in the source repository.
View source ↗Source history
- Indexed on
- 2026-01-20
- Index updated
- 2026-01-26
- Branch
- main
Index and sync dates describe this directory. View the source repository for code history.
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