--- name: bevy-events-messaging description: "Bevy ECS skill for messages and observers. Keywords: Bevy, Message, Event, Observer." --- # Bevy events and messaging ## When to use Load this when one system should notice that something happened without storing that fact on every entity. Pick the mechanism from the pages below. Do not invent a third channel. ## ECS shape - **Messages (pull).** `Message` is a buffered message for pull-based handling. `MessageWriter` writes. `MessageReader` reads and tracks what it already saw. `Messages` holds what occurred within the last two updates. Register the type with `App::add_message`. The engine updates the buffer; gameplay systems only write and read. - **Events (push).** Derive `Event`, add an observer, trigger. `Commands::trigger` and `World::trigger` run observers immediately inside the call. `On` is the system parameter. `Event::Trigger` defaults to `GlobalTrigger` for derived events. - **Observers.** An `Observer` is a component that holds a system. `EntityEvent` targets one entity: the event carries the `entity` field, and `On::event_target` returns it. - **State transitions.** `StateTransitionEvent` fires when state `S` changes. That type lives with states. See bevy-state-machines. ## Examples ```toml [dependencies] bevy = "0.20" ``` A hit is a fact other systems poll. Register the message, write it from the strike system, and read it later in the same schedule. `add_message` keeps the double-buffered queue. ```rust #[derive(Message)] struct Hit { amount: i32, } fn install(app: &mut App) { app.add_message::() .add_systems(Update, (deal, apply).chain()); } fn deal(mut hits: MessageWriter) { hits.write(Hit { amount: 12 }); } fn apply(mut hits: MessageReader) { for hit in hits.read() { info!("hit {}", hit.amount); } } ``` A shout should run listeners now. Derive `Event`, observe with `On`, and `trigger`. The observer runs inside `trigger` before the system returns. ```rust #[derive(Event)] struct Shout { text: String, } fn listen(shout: On) { info!("{}", shout.event().text); } fn setup(mut commands: Commands) { commands.spawn(Observer::new(listen)); commands.trigger(Shout { text: "round".into(), }); } ``` An entity-targeted event names its target. `event_target` is that entity; the observer still runs immediately. ```rust #[derive(EntityEvent)] struct Stagger { entity: Entity, } fn on_stagger(hit: On) { info!("stagger {:?}", hit.event_target()); } fn strike(mut commands: Commands, fighters: Query) { for entity in &fighters { commands.trigger(Stagger { entity }); } } ``` ## Scope - Register a message with `App::add_message` before any `MessageWriter` or `MessageReader`. - Entity-targeted triggers use `EntityEvent` and `Commands::trigger` with the `entity` field set. - Write and read a message in the same schedule with `.chain()` so the reader sees the write before the buffer updates. ## 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` | One mutable blob shared by every 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 | Read the official Bevy pages | 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 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 invented message-registration or trigger methods. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. ## Reference The library pin on bevy-master stays **0.20.0**. Official pages stay on the unversioned site. ### Official Documentation - [ECS messages](https://bevy.org/learn/quick-start/getting-started/ecs/) - Systems, `Query`, and where a buffered notice fits beside components. - [Observer example](https://github.com/bevyengine/bevy/blob/latest/examples/ecs/observer_propagation.rs) - `Event`, `EntityEvent`, `Observer`, and `trigger`. - [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 before adding a notice channel. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Systems that write or read the notice. #### Complements - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - `StateTransitionEvent` for app-wide state changes. #### Downstream / consumers - Gameplay skills cover combat, abilities, and similar loops. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.