--- name: bevy-state-machines description: "Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter." --- # Bevy state machines ## When to use Load this when the app needs a large-scale mode (paused, in a menu, loading) or when one entity needs a small mode flag. Use `bevy::state` for the first. Use a component for the second. Keep those two owners separate. ## ECS shape - **App states.** `bevy::state`: states are app-wide finite state machines. Three types implement `States`. - Standard states change only by setting the `NextState` resource. - `SubStates` also use `NextState`, and are removed from the `World` when source states are not in the required state. - `ComputedStates` derive from other states through a `compute` method. - **Transition schedules.** `OnEnter`, `OnExit`, and `OnTransition` run systems on matching transitions. `StateTransitionEvent` fires when state `S` changes. Run conditions: `in_state` and `state_changed`. - **Entity lifetime.** `DespawnOnEnter` and `DespawnOnExit` despawn entities on those transitions (`state_scoped`). - **Feature.** `bevy_state` ships in the default `bevy` app plugins. Install a state with `init_state`. - **Per-entity mode.** Store an enum in a `Component` and branch in a system. That enum is not a `States` type. ```toml [dependencies] bevy = "0.20" ``` App modes are `States`. Gameplay systems use `in_state`. Pause writes `NextState`. ```rust #[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)] enum AppMode { #[default] Menu, Play, } fn show_menu(mut commands: Commands) { commands.spawn((Name::new("menu"), DespawnOnExit(AppMode::Menu))); } fn spawn_player(mut commands: Commands) { commands.spawn((Name::new("player"), Transform::default())); } fn request_play(keys: Res>, mut next: ResMut>) { if keys.just_pressed(KeyCode::Enter) { next.set(AppMode::Play); } } pub struct ModePlugin; impl Plugin for ModePlugin { fn build(&self, app: &mut App) { app.init_state::() .add_systems(OnEnter(AppMode::Menu), show_menu) .add_systems(OnEnter(AppMode::Play), spawn_player) .add_systems(Update, request_play.run_if(in_state(AppMode::Menu))); } } ``` A pause flag exists only while `AppMode::Play` is active. `SubStates` removes it otherwise. ```rust #[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)] enum AppMode { #[default] Menu, Play, } #[derive(SubStates, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)] #[source(AppMode = AppMode::Play)] enum Session { #[default] Running, Paused, } fn toggle_pause( keys: Res>, session: Res>, mut next: ResMut>, ) { if keys.just_pressed(KeyCode::Escape) { let flipped = match session.get() { Session::Running => Session::Paused, Session::Paused => Session::Running, }; next.set(flipped); } } fn install_pause(app: &mut App) { app.add_sub_state::() .add_systems(Update, toggle_pause.run_if(in_state(Session::Running))); } ``` One actor's stance is a component. It does not change the app state. ```rust #[derive(Component, Clone, Copy, PartialEq, Eq)] enum Stance { Idle, Attack, } fn begin_attack(keys: Res>, mut actors: Query<&mut Stance>) { if keys.just_pressed(KeyCode::KeyF) { for mut stance in &mut actors { *stance = Stance::Attack; } } } ``` ## Choose the owner | Need | Owner | | --- | --- | | App mode (menu, pause, play) | A `States` type and `NextState` | | Run logic only in one mode | `in_state` or an `OnEnter` / `OnExit` / `OnTransition` schedule | | Child mode that exists only inside a parent mode | `SubStates` | | Mode derived from other modes | `ComputedStates` | | One actor's stance | An enum `Component` plus a system. Not `States` unless it is truly app-wide | ## Scope - Install app modes with `init_state`. Install a child mode with `add_sub_state`. - `OnEnter`, `OnExit`, and `in_state` cover the schedules shown above. - A per-entity stance is the `Stance` component. Animation graphs belong on bevy-animation-graph. ## 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 value that is not a component | | 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 animation-tree or node state-machine types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No invented `App` state-setup 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 Documentation - [Quick Start: ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component` and `Query` for a per-entity mode flag. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. State examples live in that tree. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Schedules versus a scene tree. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - `NextState` is a resource. Per-entity modes are components. #### Complements - [bevy-events-messaging](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-events-messaging/SKILL.md) - Messages and observers that are not state transitions. - [godot-state-machine-advanced](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) - Equivalent Godot skill. Do not import Godot types. #### Downstream / consumers - [bevy-character-movement](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-character-movement/SKILL.md) - Actor motion. A jump or ground mode stays a component unless a mode needs `States`. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.