--- name: bevy-character-movement description: "Bevy 0.20 kinematic character movement: intent components, FixedUpdate integration, coyote time, and jump buffer. Use when a player or actor walks or jumps and the step must stay stable. Keywords: Bevy, movement, FixedUpdate, coyote, jump buffer, ECS." --- # Bevy character movement ## When to use Load this when a Bevy app needs a player or actor that moves in discrete steps (walk, jump feel, ground check) and you need the ECS shape before any solver code exists. Coyote time and a jump buffer are design notes. They are not a node port. ## ECS shape - **Components** own pose and intent: position, velocity, and a jump-buffer or coyote timer as data. The Quick Start ECS page shows components as Rust structs that derive `Component`. - **Resources** own clocks and tuning shared by every mover. `bevy::time` 0.20.0 documents `Time`, `Fixed` (fixed timestep clock), and `Virtual`. - **Systems** read intent and write velocity or position. Register them on the fixed schedule, not on a per-node physics callback. - **Schedule:** `run_fixed_main_schedule` runs `FixedMain` from virtual time (`bevy::time` 0.20.0). Order dependent systems with `.chain()` (ECS page). Do not paste a Godot physics-process function. ## Engine counterparts | Godot idea | Bevy idiom | | --- | --- | | Body that you move yourself | Entity with movement components and a system | | Step that should stay stable when frame time changes | System on the fixed timestep (`Fixed` / `FixedMain`) | | Coyote time, jump buffer | Timer data on the entity or a small resource, consumed by the movement system | | Collision response | Collision response belongs on bevy-physics-3d. | ## Scope Locomotion here is kinematic data on `FixedUpdate`: intent, velocity, coyote time, and a jump buffer. Collision response belongs on bevy-physics-3d. Do not call `move_and_slide`, `_physics_process`, or `CharacterBody2D`. ```toml [dependencies] bevy = "0.20" ``` ```rust #[derive(Component, Default)] struct PlanarIntent { axis: Vec2, jump_pressed: bool, } #[derive(Component)] struct KinematicBody { velocity: Vec3, grounded: bool, coyote: f32, jump_buffer: f32, } #[derive(Resource)] struct MoveTuning { speed: f32, jump_speed: f32, gravity: f32, coyote_time: f32, jump_buffer_time: f32, } impl Default for MoveTuning { fn default() -> Self { Self { speed: 6.0, jump_speed: 8.0, gravity: 20.0, coyote_time: 0.12, jump_buffer_time: 0.12, } } } fn read_move_intent(keys: Res>, mut bodies: Query<&mut PlanarIntent>) { let mut axis = Vec2::ZERO; if keys.pressed(KeyCode::KeyA) { axis.x -= 1.0; } if keys.pressed(KeyCode::KeyD) { axis.x += 1.0; } let jump_pressed = keys.just_pressed(KeyCode::Space); for mut intent in &mut bodies { intent.axis = axis; intent.jump_pressed = jump_pressed; } } fn step_kinematic( time: Res>, tuning: Res, mut bodies: Query<(&mut PlanarIntent, &mut KinematicBody, &mut Transform)>, ) { let dt = time.delta_secs(); for (mut intent, mut body, mut transform) in &mut bodies { body.velocity.x = intent.axis.x * tuning.speed; if body.grounded { body.coyote = tuning.coyote_time; } else { body.coyote = (body.coyote - dt).max(0.0); body.velocity.y -= tuning.gravity * dt; } if intent.jump_pressed { body.jump_buffer = tuning.jump_buffer_time; intent.jump_pressed = false; } else { body.jump_buffer = (body.jump_buffer - dt).max(0.0); } if body.jump_buffer > 0.0 && body.coyote > 0.0 { body.velocity.y = tuning.jump_speed; body.jump_buffer = 0.0; body.coyote = 0.0; body.grounded = false; } transform.translation += body.velocity * dt; if transform.translation.y <= 0.0 { transform.translation.y = 0.0; body.velocity.y = 0.0; body.grounded = true; } } } fn spawn_mover(mut commands: Commands) { commands.spawn(( Transform::default(), PlanarIntent::default(), KinematicBody { velocity: Vec3::ZERO, grounded: true, coyote: 0.0, jump_buffer: 0.0, }, )); } pub struct CharacterMovementPlugin; impl Plugin for CharacterMovementPlugin { fn build(&self, app: &mut App) { app.init_resource::() .add_systems(Startup, spawn_mover) .add_systems(Update, read_move_intent) .add_systems(FixedUpdate, step_kinematic); } } ``` Sample `ButtonInput::just_pressed` in `Update`. `FixedUpdate` can run zero times or several times in one frame, so a press read there is dropped or repeated. The intent component keeps the edge until `FixedUpdate` consumes it. When a physics skill writes `Grounded`, chain the coyote refill after that write so the timer sees the contact from the same tick. ```rust #[derive(Component)] struct Grounded; #[derive(Component)] struct CoyoteTimer(f32); #[derive(Resource)] struct CoyoteWindow(f32); fn refill_coyote(window: Res, mut movers: Query<&mut CoyoteTimer, With>) { for mut timer in &mut movers { timer.0 = window.0; } } fn tick_coyote(time: Res>, mut movers: Query<&mut CoyoteTimer, Without>) { let dt = time.delta_secs(); for mut timer in &mut movers { timer.0 = (timer.0 - dt).max(0.0); } } pub struct CoyotePlugin; impl Plugin for CoyotePlugin { fn build(&self, app: &mut App) { app.insert_resource(CoyoteWindow(0.12)).add_systems( FixedUpdate, (refill_coyote, tick_coyote).chain(), ); } } ``` ## 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 Godot node script | | 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 this skill | Load the skill that owns it | A made-up crate or API | Load [references/ecs-ownership.md](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 step locomotion on raw `Update` when the step must stay stable. WHY: `bevy::time` documents `Fixed` and `run_fixed_main_schedule` (`FixedMain`) for a fixed clock. - Do not read `ButtonInput::just_pressed` inside `FixedUpdate`. WHY: that schedule can skip a frame or run more than once, so the press is lost or applied twice. - Do not call `move_and_slide`, `_physics_process`, or `CharacterBody2D`. WHY: those are Godot types. This skill only owns ECS movement data. - Do not invent a character-controller or shape-cast API. WHY: this skill owns kinematic intent and the fixed step; contact queries live on the physics skills. - Do not mutably query the same movement component from two unordered systems. WHY: systems run in parallel unless `.chain()` orders them. ## Reference The library pin on bevy-master stays **0.20.0**. Official pages stay on the unversioned site. ### Official Documentation - [Quick Start: ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - Entities, `Component`, systems, `Query`, `Commands`, and `.chain()`. - [Fixed timestep](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Fixed` and `FixedMain` via `run_fixed_main_schedule` on the ECS schedule page. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership, schedules, and which Bevy skill to load. #### Complements - [bevy-physics-3d](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-physics-3d/SKILL.md) - Collision and physics solvers. Player motion stays in this skill. - [godot-characterbody-2d](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-characterbody-2d/SKILL.md) - Equivalent Godot skill. Do not import Godot types. #### Downstream / consumers - Genre skills cover loop and encounter design. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.