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Bevy Ecs Patterns

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Advanced Bevy ECS: complex queries, system scheduling, change detection, and performance tuning. Use when optimizing Bevy architecture or implementing complex game systems.

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  • Added February 8, 2026
developmentrustgobashreactdebuggingperformance

Works with

  • cli

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A100/100

Scanned September 3, 2026

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SKILL.md
---
created: 2025-12-16
modified: 2026-05-09
reviewed: 2025-12-16
name: bevy-ecs-patterns
description: "Advanced Bevy ECS: complex queries, system scheduling, change detection, and performance tuning. Use when optimizing Bevy architecture or implementing complex game systems."
user-invocable: false
allowed-tools: Glob, Grep, Read, Bash(cargo *), Edit, Write, TodoWrite, WebFetch, WebSearch
---

# Bevy ECS Patterns

Advanced patterns and techniques for Bevy's Entity Component System, focusing on performance, maintainability, and complex game architectures.

## When to Use This Skill

| Use this skill when... | Use bevy-game-engine instead when... |
|------------------------|--------------------------------------|
| Optimizing ECS query performance | Setting up a new Bevy project from scratch |
| Implementing complex entity relationships or hierarchies | Learning basic ECS concepts (components, systems, resources) |
| Designing system scheduling and ordering | Handling input, assets, or game states |
| Using change detection (`Changed<T>`, `Added<T>`) | Writing basic game logic or app structure |
| Working with `ParamSet`, parallel iteration, or batch operations | Configuring rendering, UI, or audio |
| Debugging archetype fragmentation or storage strategies | Adding plugins or common Bevy dependencies |

## Core Expertise

**Advanced Queries**
- Complex query filters and combinations
- Query state and caching
- Entity relationships and hierarchies
- Parallel iteration strategies

**System Scheduling**
- System ordering and dependencies
- Run conditions and gating
- System sets and scheduling
- Fixed timestep systems

**Change Detection**
- `Changed<T>` and `Added<T>` filters
- `Ref<T>` for change tracking
- Efficient reactive systems

## Advanced Query Patterns

**Query Filters**
```rust
use bevy::prelude::*;

// Multiple filters
fn targeting_system(
    query: Query<
        (&Transform, &mut Target),
        (With<Enemy>, Without<Dead>, Changed<Health>)
    >,
) {
    for (transform, mut target) in &query {
        // Only enemies that are alive and recently damaged
    }
}

// Optional components
fn flexible_system(
    query: Query<(&Transform, Option<&Velocity>, Option<&Acceleration>)>,
) {
    for (transform, velocity, acceleration) in &query {
        if let Some(vel) = velocity {
            // Has velocity
        }
    }
}

// Or filters
fn pickup_system(
    query: Query<Entity, Or<(With<HealthPickup>, With<AmmoPickup>)>>,
) {
    for entity in &query {
        // Process any pickup type
    }
}
```

**Multiple Queries with Conflicts**
```rust
// Use ParamSet when queries have conflicting access
fn combat_system(
    mut param_set: ParamSet<(
        Query<&mut Health, With<Player>>,
        Query<&mut Health, With<Enemy>>,
    )>,
) {
    // Access one query at a time
    for mut health in param_set.p0().iter_mut() {
        health.0 += 1.0; // Heal player
    }

    for mut health in param_set.p1().iter_mut() {
        health.0 -= 10.0; // Damage enemies
    }
}

// Query transmutation for flexible access
fn dynamic_query(
    all_entities: Query<(Entity, &Transform)>,
    players: Query<&Player>,
) {
    for (entity, transform) in &all_entities {
        if players.get(entity).is_ok() {
            // This is a player
        }
    }
}
```

**Entity Relationships**
```rust
// Parent-child hierarchies
#[derive(Component)]
struct Inventory;

#[derive(Component)]
struct InventorySlot(usize);

fn spawn_inventory(mut commands: Commands) {
    commands.spawn((Inventory, SpatialBundle::default()))
        .with_children(|parent| {
            for i in 0..10 {
                parent.spawn((InventorySlot(i), SpriteBundle::default()));
            }
        });
}

// Query parent from child
fn child_system(
    children: Query<(&InventorySlot, &Parent)>,
    parents: Query<&Inventory>,
) {
    for (slot, parent) in &children {
        if let Ok(inventory) = parents.get(parent.get()) {
            // Access parent inventory
        }
    }
}

// Query children from parent
fn parent_system(
    parents: Query<&Children, With<Inventory>>,
    slots: Query<&InventorySlot>,
) {
    for children in &parents {
        for &child in children.iter() {
            if let Ok(slot) = slots.get(child) {
                // Access child slot
            }
        }
    }
}
```

## Agentic Optimizations

| Context | Command |
|---------|---------|
| Quick compile check | `cargo check 2>&1 \| head -30` |
| Fast test run | `cargo test --lib -- --test-threads=1 -q` |
| Check ECS usage errors | `cargo clippy -- -W clippy::all 2>&1 \| head -50` |
| List components in project | `grep -rn "derive(Component)" src/ --include="*.rs"` |
| List systems in project | `grep -rn "fn.*Query<" src/ --include="*.rs"` |
| Find system ordering | `grep -rn "\.add_systems\|\.chain()\|\.after(\|\.before(" src/ --include="*.rs"` |
| Check for ParamSet usage | `grep -rn "ParamSet" src/ --include="*.rs"` |

For system scheduling, change detection, performance patterns, custom entity commands, and design best practices, see [REFERENCE.md](REFERENCE.md).

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