Agent skill · Audited from source
bevy-ecs
skill · gamedev-skills/awesome-gamedev-agent-skillsApache-2.0 licenceAudited 21 Oct 2026 · source 4543b3777841
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 4543b3777841 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for…
Cite
Cite this page
ModelsAtlas. “bevy-ecs (gamedev-skills/awesome-gamedev-agent-skills)”. Retrieved 21 Oct 2026. https://modelsatlas.com/skills/gamedev-skills/bevy-ecs
Trust audit
Audit 0.4.1 · source read 21 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 4543b3777841 · 21 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publishergamedev-skills GitHub organizationOwner of the repository this skill is read from
- Source foldergamedev-skills/awesome-gamedev-agent-skills/skills/other-engines/bevy-ecsThe exact folder we audited
- LicenceApache-2.0As the repository states it
- Commit pinned for this verdict4543b3777841A new audit runs when the source changes
- Repository statusNot archivedLast push 12 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for…
---
name: bevy-ecs
description: >
Structure a Bevy app around its Entity Component System: build the App with
plugins, define Component/Resource types, write systems with Query/Res/Commands,
filter and order systems, and use the Time resource for frame-rate-independent
motion. Use when building or debugging a Bevy game in Rust — when the user
mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems,
or a Cargo.toml depending on bevy.
---
# Bevy ECS
Structure a Bevy game in Rust around the Entity Component System: the `App` and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. New examples target **Bevy 0.20**. If the project
already pins another release, keep that release and use its matching migration guide.
## When to use
- Use when wiring a Bevy `App`, defining `Component`/`Resource` types, writing
systems that query entities, ordering/filtering systems, or fixing
borrow-conflict panics and frame-dependent movement.
- Use when `Cargo.toml` depends on `bevy` and code calls `App::new()`,
`add_systems`, `Query`, or `Commands`.
**When *not* to use:** this is the ECS core. Deep rendering, custom shaders/
pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or
procedural algorithms, pair with `game-ai` / `procedural-gen`.
## Core workflow
1. **Detect and pin the version.** Read `Cargo.toml` and `Cargo.lock` first. For a
new project use `bevy = "0.20"`; never silently migrate an existing project
across a Bevy minor release. Treat the matching docs and migration guides as truth.
2. **Build the `App`.** `App::new().add_plugins(DefaultPlugins)` gives windowing,
input, rendering, time, etc. Register systems into schedules: `Startup` (once)
and `Update` (every frame).
3. **Model data as components, globals as resources.** `#[derive(Component)]` for
per-entity data; `#[derive(Resource)]` for one-of-a-kind data (score, settings,
the `Time` clock). Since 0.19 `Resource` extends `Component` and each resource is
stored on its own entity, so do not derive both.
4. **Write systems as plain functions.** Parameters declare data access: `Query<...>`
for entities, `Res<T>`/`ResMut<T>` for resources, `Commands` for deferred
spawn/despawn. Systems run in parallel when their accesses don't conflict.
5. **Drive motion by `time.delta_secs()`** so speed is frame-rate independent.
6. **Order only what must be ordered** with `.chain()` or explicit constraints;
gate systems with `run_if`. Group related setup into `Plugin`s. Build with
`cargo run` and read the panics — Bevy reports conflicting queries at startup.
## Patterns
### 1. Cargo.toml + minimal App
```toml
# Cargo.toml — pin the version; the API differs across minor releases.
[dependencies]
bevy = "0.20"
```
```rust
// main.rs
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins) // window, input, render, time, ...
.add_systems(Startup, setup) // runs once at startup
.add_systems(Update, move_players) // runs every frame
.run();
}
```
### 2. Components, resources, and spawning
```rust
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Velocity(Vec2);
#[derive(Resource)]
struct Score(u32);
fn setup(mut commands: Commands) {
commands.insert_resource(Score(0));
// Camera2d is a component with required components (bundles removed in 0.16);
// spawning it pulls in Transform, Camera, etc. automatically.
commands.spawn(Camera2d);
// Spawn an entity as a tuple of components.
commands.spawn((
Player,
Velocity(Vec2::new(150.0, 0.0)),
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
```
### 3. A system with a query + the Time resource
```rust
// Iterate every entity that has BOTH Velocity and Transform; mutate Transform.
fn move_players(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
for (velocity, mut transform) in &mut query {
// delta_secs() is f32 seconds (renamed from delta_seconds() in 0.16).
transform.translation += velocity.0.extend(0.0) * time.delta_secs();
}
}
```
### 4. Query filters (With / Without / Changed)
```rust
// Only entities tagged Player (the Player component itself isn't read).
fn aim_player(mut q: Query<&mut Transform, With<Player>>) { /* ... */ }
// Disjoint two mutable Transform queries so they don't conflict at runtime.
fn separate(
mut players: Query<&mut Transform, With<Player>>,
mut enemies: Query<&mut Transform, Without<Player>>,
) { /* ... */ }
// React only when Health changed since last run (change detection).
fn on_health_change(q: Query<&Health, Changed<Health>>) {
for health in &q { /* update the HUD, etc. */ }
}
```
### 5. Resources: read and write
```rust
fn add_points(mut score: ResMut<Score>) {
score.0 += 10; // ResMut = write access
}
fn show_score(score: Res<Score>) {
info!("score: {}", score.0); // Res = read access
}
```
### 6. Ordering, run conditions, and plugins
```rust
fn main() {
App::new()
.add_plugins((DefaultPlugins, GameplayPlugin))
// .chain() forces order: damage resolves before death is checked.
.add_systems(Update, (apply_damage, check_deaths).chain())
// run_if gates a system on a condition each frame.
.add_systems(Update, spawn_wave.run_if(wave_timer_finished))
.run();
}
struct GameplayPlugin;
impl Plugin for GameplayPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Score(0))
.add_systems(Startup, setup)
.add_systems(Update, (move_players, add_points));
}
}
```
## Pitfalls
- **`delta_seconds()` not found** → it was renamed to `time.delta_secs()` (and
`elapsed_secs()`) in 0.16. Using the old name fails to compile.
- **Movement speed scales with frame rate** → multiply per-frame changes by
`time.delta_secs()`.Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 4543b37
git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skills git -C awesome-gamedev-agent-skills checkout 4543b3777841
The author documents no install command, so this uses the repository directly. Our verdict covers commit 4543b3777841 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
4543b3777841
README badge
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Sources
- github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main — the audited source at commit 4543b3777841 and every finding aboveObserved · 21 Oct 2026
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