Skip to content
Back to skills

Bevy 3d World Building

ASecurity

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

  • 866 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added October 19, 2026
developmentrustgobashnodegitapidocumentation

Works with

  • api

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned October 19, 2026

npx -y skills add thedivergentai/Game-Design-Agentic-Skills --skill bevy-3d-world-building --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Bevy 3d World Building?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Bevy 3d World Building
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-bevy-3d-world-building/badge)](https://www.skillsdirectory.com/skills/thedivergentai-bevy-3d-world-building)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: bevy-3d-world-building
description: "Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS."
---

# Bevy 3D world building

## When to use

Load this when placing meshes, lights, and colliders into a level. Scene spawn mechanics stay on bevy-asset-scenes. Physics bodies stay on bevy-physics-3d.

## ECS shape

- **Spawn:** entities with transforms and render components. Primitives (`Cuboid`, `Sphere`, `Cylinder`) convert into `Mesh` and ride on `Mesh3d` plus `MeshMaterial3d`.
- **Scenes:** `bevy_scene` and `bevy_gltf` are features. Spawn details are on bevy-asset-scenes (`AssetServer`, scene spawn).
- **Lights:** a `DirectionalLight` is an entity with a `Transform`. Fog is `DistanceFog` on the camera entity. Full lighting setups stay on bevy-3d-lighting.
- **Systems:** which cells are present is a `Resource`. Spawning a cell is `Commands` in `Update`.

```rust
fn spawn_level(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let stone = materials.add(StandardMaterial {
        base_color: Color::srgb(0.45, 0.42, 0.38),
        ..default()
    });
    let floor = materials.add(StandardMaterial {
        base_color: Color::srgb(0.28, 0.30, 0.26),
        ..default()
    });
    commands.spawn((
        Mesh3d(meshes.add(Cuboid::new(24.0, 0.2, 24.0))),
        MeshMaterial3d(floor),
        Transform::from_xyz(0.0, -0.1, 0.0),
    ));
    commands.spawn((
        Mesh3d(meshes.add(Cylinder::new(0.4, 3.0))),
        MeshMaterial3d(stone.clone()),
        Transform::from_xyz(-4.0, 1.5, -2.0),
    ));
    commands.spawn((
        Mesh3d(meshes.add(Sphere::new(0.6))),
        MeshMaterial3d(stone),
        Transform::from_xyz(2.0, 0.6, 1.0),
    ));
    commands.spawn((
        DirectionalLight {
            illuminance: 12_000.0,
            shadow_maps_enabled: true,
            ..default()
        },
        Transform::from_xyz(6.0, 10.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
    commands.spawn((
        Camera3d::default(),
        DistanceFog {
            color: Color::srgb(0.55, 0.62, 0.70),
            falloff: FogFalloff::Linear {
                start: 12.0,
                end: 40.0,
            },
            ..default()
        },
        Transform::from_xyz(0.0, 8.0, 14.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
}
```

Kitbash props are ordinary entities. A helper returns the entity id so later systems can parent markers to it.

```rust
fn spawn_prop(
    commands: &mut Commands,
    meshes: &mut Assets<Mesh>,
    materials: &mut Assets<StandardMaterial>,
    at: Vec3,
    size: Vec3,
    color: Color,
) -> Entity {
    commands
        .spawn((
            Mesh3d(meshes.add(Cuboid::from_size(size))),
            MeshMaterial3d(materials.add(StandardMaterial {
                base_color: color,
                ..default()
            })),
            Transform::from_translation(at),
        ))
        .id()
}
```

Cells already in the world live on one resource. The streamer inserts a marker component and a mesh only for cells that are not recorded yet.

```rust
#[derive(Resource, Default)]
struct LoadedCells {
    coords: Vec<(i32, i32)>,
}

#[derive(Component)]
struct CellMarker {
    x: i32,
    z: i32,
}

fn stream_cells(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut loaded: ResMut<LoadedCells>,
    focus: Query<&Transform, With<Camera3d>>,
) {
    let Ok(focus) = focus.single() else {
        return;
    };
    let cx = (focus.translation.x / 8.0).floor() as i32;
    let cz = (focus.translation.z / 8.0).floor() as i32;
    for dz in -1..=1 {
        for dx in -1..=1 {
            let coord = (cx + dx, cz + dz);
            if loaded.coords.contains(&coord) {
                continue;
            }
            loaded.coords.push(coord);
            commands.spawn((
                CellMarker {
                    x: coord.0,
                    z: coord.1,
                },
                Mesh3d(meshes.add(Cuboid::new(8.0, 0.1, 8.0))),
                MeshMaterial3d(materials.add(StandardMaterial {
                    base_color: Color::srgb(0.3, 0.34, 0.28),
                    ..default()
                })),
                Transform::from_xyz(coord.0 as f32 * 8.0, 0.0, coord.1 as f32 * 8.0),
            ));
        }
    }
}
```

```toml
[dependencies]
bevy = "0.20"
```

## Level choices

| Need | Bevy approach |
| --- | --- |
| Packed level | A scene asset spawned through bevy-asset-scenes |
| Kitbash props | Entities with `Mesh3d` and `MeshMaterial3d` |
| Atmosphere | `DirectionalLight`, `DistanceFog`, and the camera entity |

## Scope

- Primitives above cover greybox blocks, columns, and spheres. Heightmaps are a `Mesh` you fill yourself, then the same `Mesh3d` spawn.
- Collider authoring belongs with bevy-physics-3d once you choose a physics solver.

## 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 script field copied onto 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 CSG, grid-map, or world-environment node types in Bevy code. WHY: greybox meshes, lights, and `DistanceFog` are the documented Bevy pieces.
- 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 links stay on bevy.org. 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 and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems.
- [bevy-asset-scenes](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-asset-scenes/SKILL.md) - Scene spawn.
- [bevy-3d-lighting](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-lighting/SKILL.md) - Lights.
- [bevy-3d-materials](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-materials/SKILL.md) - Surfaces.
- [bevy-camera-systems](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-camera-systems/SKILL.md) - View.

#### Complements
- [bevy-procedural-generation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-procedural-generation/SKILL.md) - Generated layouts.
- [bevy-physics-3d](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-physics-3d/SKILL.md) - Simulated props. Solver still unpicked.
- [godot-3d-world-building](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-3d-world-building/SKILL.md) - Same topic on the Godot track.

#### Downstream / consumers
- None yet.

#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.

Files in this skill

  • SKILL.md9.5 KB
  • references/ecs-ownership.md536 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.