--- name: bevy-project-foundations description: "Pins a Bevy 0.20 crate, dev-profile opt-level, and plugin boundaries before gameplay systems exist. Use when starting a windowed or headless Bevy app. Keywords: Bevy, Cargo.toml, DefaultPlugins, MinimalPlugins, opt-level." --- # Bevy project foundations ## When to use Load this when a new Bevy app needs a crate, a pin, and a place for feature code before gameplay systems exist. Folder names below are layout habits. They are not engine types. ## ECS shape - **Crate:** `cargo new` plus a `bevy` dependency pinned at **0.20**. - **Features:** `default` pulls windowing, input, and rendering. Turn `default-features` off only when the binary should stay headless. - **App shell:** `App::new()`, plugins, then systems and resources on that `App`. - **Code layout:** Split by feature in ordinary Rust modules. The engine does not require a directory tree. Pin the crate and keep dev builds usable. Bevy's default debug profile compiles dependencies unoptimized, so the dev profile lifts dependency `opt-level` while the game crate stays easy to step through. ```toml [package] name = "game" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.20" [profile.dev] opt-level = 1 [profile.dev.package."*"] opt-level = 3 ``` A headless tool crate drops the default feature set and adds only what that binary calls. ```toml [dependencies] bevy = { version = "0.20", default-features = false } ``` The windowed game plugs `DefaultPlugins` and a feature plugin. `GameConfig` is app-wide state inserted before the first schedule runs. ```rust #[derive(Resource)] struct GameConfig { title: String, } fn boot(config: Res) { let _title = config.title.as_str(); } pub struct GamePlugin; impl Plugin for GamePlugin { fn build(&self, app: &mut App) { app.insert_resource(GameConfig { title: "Game".to_string(), }) .add_systems(Startup, boot); } } fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(GamePlugin) .run(); } ``` A second module owns one feature. The plugin is the boundary. Systems stay in the module that declares their components. ```rust #[derive(Component)] struct Player; fn spawn_player(mut commands: Commands) { commands.spawn(Player); } pub struct PlayerPlugin; impl Plugin for PlayerPlugin { fn build(&self, app: &mut App) { app.add_systems(Startup, spawn_player); } } ``` ## Layout choices | Need | Bevy idiom | | --- | --- | | New crate | `cargo new` plus the `bevy` dependency | | Window, input, rendering | Cargo features and profiles on the `bevy` crate | | Feature split | Rust modules you choose | | Project file | `Cargo.toml` plus Rust modules | ## Scope - Pin `bevy = "0.20"` in `Cargo.toml`. `DefaultPlugins` brings the window, input, and audio backends that crate feature enables. - Workspace members and naming linters are ordinary Cargo. This skill does not invent a folder enforcer. ## 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 free-floating struct outside the `World` | | 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 | Check the official docs first | 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 scene-tree project types or autoload singletons in this crate. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No invented Cargo features beyond the profiles this skill names. 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**. ### Official Documentation - [Getting started](https://bevy.org/learn/quick-start/getting-started/) - `cargo new` / `cargo add bevy`. - [Apps](https://bevy.org/learn/quick-start/getting-started/apps/) - `App::new()`, `World`, and `Schedule`. - [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) - Library pin and which Bevy skill to load next. #### Complements - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Entities, components, and systems after the crate exists. #### Downstream / consumers - [bevy-app-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-app-resources/SKILL.md) - App-wide resources once the `App` exists. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.