--- name: bevy-project-templates description: "Bevy ECS skill for project templates. Keywords: Bevy, template, cargo, features, 2d, 3d, ui." --- # Bevy project templates ## When to use Load this when choosing a starting Cargo feature set. App construction details stay on bevy-project-foundations. This file does not ship a template repository. ## ECS shape - **Profiles:** `default` enables `2d`, `3d`, `ui`, and `audio`. Turn default features off and pick one profile when the binary should stay smaller. - **Windowed games:** `DefaultPlugins` brings the window, input, and the renderer for the features you enabled. - **Headless:** `MinimalPlugins` schedules the app with no window and no renderer. Pair it with `default-features = false`. ## Examples A 2D crate disables the default set and enables the `2d` profile only. Swap the feature for `3d` or `ui` when that is the whole binary. ```toml [package] name = "game" version = "0.1.0" edition = "2021" [dependencies] bevy = { version = "0.20", default-features = false, features = ["2d"] } ``` The 2D starter spawns a camera. The 3D starter does the same with a 3D camera. Both assume `DefaultPlugins`. ```rust fn setup_2d(mut commands: Commands) { commands.spawn(Camera2d); } pub struct FlatPlugin; impl Plugin for FlatPlugin { fn build(&self, app: &mut App) { app.add_systems(Startup, setup_2d); } } fn main() { App::new().add_plugins((DefaultPlugins, FlatPlugin)).run(); } ``` ```rust fn setup_3d(mut commands: Commands) { commands.spawn((Camera3d::default(), Transform::from_xyz(0.0, 2.0, 6.0))); } pub struct ScenePlugin; impl Plugin for ScenePlugin { fn build(&self, app: &mut App) { app.add_systems(Startup, setup_3d); } } ``` A headless tool uses `MinimalPlugins` and a plain update system. ```rust fn tick(mut frames: ResMut) { frames.0 += 1; } #[derive(Resource, Default)] struct FrameCount(u32); fn main() { App::new() .add_plugins(MinimalPlugins) .init_resource::() .add_systems(Update, tick) .run(); } ``` ## Same job, Bevy types | Design | Bevy idiom | | --- | --- | | 2D starter | Cargo feature `2d`, `DefaultPlugins`, `Camera2d` | | 3D starter | Cargo feature `3d`, `DefaultPlugins`, `Camera3d` | | UI tool | Cargo feature `ui` plus `DefaultPlugins` | | Headless | `default-features = false` and `MinimalPlugins` | ## Scope Gitignore and CI files belong to the repository, not to the engine. The feature flag and the plugin set above are the starting point. ## 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 scene-tree script hung on the 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 | 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 Godot project.godot template or export presets. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. ## Reference Official pages stay on unversioned bevy.org URLs. The library pin on bevy-master stays **0.20.0**. ### Official Documentation - [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`. - [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Hub. - [bevy-project-foundations](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-project-foundations/SKILL.md) - Cargo app shell. #### Complements - [bevy-platform-desktop](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-platform-desktop/SKILL.md) - Windowed targets. - [godot-project-templates](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-project-templates/SKILL.md) - Equivalent Godot skill. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.