--- name: bevy-save-load description: "Persists a versioned Bevy Resource as RON when a SaveRequest exists. Use for player slots; scene spawn stays on bevy-asset-scenes. Keywords: Bevy, save, load, RON, serde, Resource, SaveRequest." --- # Bevy save and load ## When to use Load this when a design asks to persist player progress. Route asset and scene spawning to `bevy-asset-scenes`. Keep save bytes as data you serialize yourself until a current docs page names a format. ## ECS shape - **What exists:** app-wide progress is a `Resource` you serialize yourself. Level content loads through `AssetServer` and scene spawn (`bevy-asset-scenes`). A scene spawn is not a player slot. - **Format:** progress structs use `serde` and RON. The file holds primitives and a `version` field. Entity ids and asset handles stay out of the file. - **Schedule:** write the slot from an explicit request system. Do not write the file from every `Update` frame. `serde` and `ron` sit beside Bevy. The progress type is a normal resource. ```toml [dependencies] bevy = "0.20" serde = { version = "1", features = ["derive"] } ron = "0.10" ``` ```rust use serde::{Deserialize, Serialize}; #[derive(Resource, Clone, Serialize, Deserialize)] struct Progress { version: u32, coins: u32, level: String, } fn fresh_progress() -> Progress { Progress { version: 2, coins: 0, level: "town".to_string(), } } ``` Encode and decode are plain functions. Call them from the request system, not from a per-frame query. ```rust use serde::{Deserialize, Serialize}; #[derive(Clone, Serialize, Deserialize)] struct Progress { version: u32, coins: u32, level: String, } fn encode_slot(progress: &Progress) -> String { ron::ser::to_string_pretty(progress, ron::ser::PrettyConfig::default()) .expect("progress encodes") } fn decode_slot(text: &str) -> Progress { ron::from_str(text).expect("progress decodes") } fn round_trip() { let saved = Progress { version: 2, coins: 4, level: "town".to_string(), }; let loaded = decode_slot(&encode_slot(&saved)); assert_eq!(loaded.coins, 4); } ``` Older files omit `version`. Migration builds the current struct before anything inserts it. ```rust use serde::{Deserialize, Serialize}; #[derive(Serialize, Deserialize)] struct SaveV1 { coins: u32, } #[derive(Resource, Clone, Serialize, Deserialize)] struct Progress { version: u32, coins: u32, } fn load_any(text: &str) -> Progress { if let Ok(current) = ron::from_str::(text) { return current; } let legacy: SaveV1 = ron::from_str(text).expect("legacy slot"); Progress { version: 2, coins: legacy.coins, } } ``` The save system runs only while `SaveRequest` is present, then removes it. One system owns the resource and the disk write. ```rust use serde::{Deserialize, Serialize}; #[derive(Resource, Clone, Serialize, Deserialize)] struct Progress { version: u32, coins: u32, } #[derive(Resource)] struct SaveRequest { path: String, } fn write_slot(progress: Res, request: Res) -> std::io::Result<()> { let text = ron::ser::to_string(&*progress).expect("progress encodes"); std::fs::write(&request.path, text) } fn save_when_asked(mut commands: Commands, progress: Res, request: Option>) { let Some(request) = request else { return; }; let _ = write_slot(progress, request); commands.remove_resource::(); } pub struct SavePlugin; impl Plugin for SavePlugin { fn build(&self, app: &mut App) { app.insert_resource(Progress { version: 2, coins: 0, }) .add_systems(Update, save_when_asked); } } ``` ## What to persist | Need | Bevy idiom | | --- | --- | | Designer content | An asset `Handle`, or a `Resource` you own in code | | Level instance | `Scene` spawn on `bevy-asset-scenes` | | Player save slot | A versioned `Resource` written as RON when a `SaveRequest` exists | ## Scope - The slot path, version field, and RON text live on `Progress` and `SaveRequest` above. - Scene spawn is not a save game. Do not treat `bsn!` as a user save. - A native `std::fs` write is the desktop slot. Web builds need a different storage story. Do not call `std::fs` and assume a browser has that path. ## 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 engine config-file types in the slot. WHY: the slot is a versioned `Resource` encoded as RON. - No `DynamicScene` or scene-file writer this file does not list. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No third-party save crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. ## Reference The library pin on bevy-master stays **0.20**. Scene spawn is not a save format. ### Official Documentation - [Resources](https://bevy.org/learn/quick-start/getting-started/resources/) - App-wide data the slot serializes. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. Scene spawn lives with `bevy-asset-scenes`. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Who owns which piece of state. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - `Resource` versus `Component`. - [bevy-asset-scenes](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-asset-scenes/SKILL.md) - Loading content. Not a save slot. #### Downstream / consumers - None until a save format is opened. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.