Bevy ECS skill for particle effects. Use when spawning a one-shot burst or a trail of sprite motes with life and velocity. Keywords: Bevy, particles, burst, trail, Sprite, ECS.
Installs into .claude/skills of the current project.
Are you the author of Bevy Particles?
Add the live security badge to your README. It updates with every re-scan.
[](https://www.skillsdirectory.com/skills/thedivergentai-bevy-particles)
---
name: bevy-particles
description: "Bevy ECS skill for particle effects. Use when spawning a one-shot burst or a trail of sprite motes with life and velocity. Keywords: Bevy, particles, burst, trail, Sprite, ECS."
---
# Bevy particles
## When to use
Load this before adding a burst, trail, or GPU particle effect. Particle effects are yours to build in ECS. Do not invent a particle plugin.
## ECS shape
- **Components** own each mote (`Particle`) and each emitter (`Emitter`). A `Sprite` is the visible quad.
- **Resources:** none. Burst origin and rate live on the emitter entity.
- **Systems:** one system spawns motes, one integrates them and despawns the dead.
- **Schedule:** both run on `FixedUpdate`, chained so a mote spawned this step is integrated next step.
## Coming from Godot
| Godot idea | Bevy idiom |
| --- | --- |
| CPU particles | Entities with `Particle`, `Sprite`, and `Transform` |
| GPU particles | The same entities, drawn by the sprite pipeline |
| One-shot burst | Spawn a fixed count, then despawn when `life` hits zero |
## Scope
Bevy ships no particle module. A burst is a spawn loop over `Sprite` entities. A trail is an emitter component that spends a rate accumulator.
## Examples
```toml
[package]
name = "particles"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
rand = "0.9"
```
A one-shot burst scatters sprites. Each mote stores velocity and remaining life.
```rust
use rand::Rng;
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn burst(mut commands: Commands) {
let mut rng = rand::rng();
for _ in 0..24 {
let angle = rng.random_range(0.0..std::f32::consts::TAU);
let speed = rng.random_range(1.0..4.0);
commands.spawn((
Particle {
velocity: Vec2::new(angle.cos(), angle.sin()) * speed,
life: rng.random_range(0.3..0.8),
},
Sprite {
color: Color::srgba(1.0, 0.45, 0.1, 1.0),
custom_size: Some(Vec2::splat(6.0)),
..default()
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
}
```
Integration writes `Transform` and despawns when life expires. Gravity is a constant acceleration on Y.
```rust
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn simulate(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut particle, mut sprite) in &mut motes {
particle.life -= dt;
if particle.life <= 0.0 {
commands.entity(entity).despawn();
continue;
}
particle.velocity.y -= 6.0 * dt;
transform.translation.x += particle.velocity.x * dt;
transform.translation.y += particle.velocity.y * dt;
sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
}
}
```
An emitter on a moving entity spends `accumulator` and spawns motes at its translation. That is a trail.
```rust
use rand::Rng;
#[derive(Component)]
struct Emitter {
rate: f32,
accumulator: f32,
}
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn emit(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut emitters: Query<(&Transform, &mut Emitter)>,
) {
let dt = time.delta_secs();
let mut rng = rand::rng();
for (transform, mut emitter) in &mut emitters {
emitter.accumulator += emitter.rate * dt;
while emitter.accumulator >= 1.0 {
emitter.accumulator -= 1.0;
commands.spawn((
Particle {
velocity: Vec2::new(rng.random_range(-0.4..0.4), rng.random_range(0.2..1.0)),
life: 0.6,
},
Sprite {
color: Color::srgba(0.7, 0.7, 0.7, 0.8),
custom_size: Some(Vec2::splat(4.0)),
..default()
},
Transform::from_translation(transform.translation),
));
}
}
}
fn simulate(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut particle, mut sprite) in &mut motes {
particle.life -= dt;
if particle.life <= 0.0 {
commands.entity(entity).despawn();
continue;
}
particle.velocity.y -= 6.0 * dt;
transform.translation.x += particle.velocity.x * dt;
transform.translation.y += particle.velocity.y * dt;
sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
}
}
pub struct ParticlePlugin;
impl Plugin for ParticlePlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, (emit, simulate).chain());
}
}
```
## 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 Godot node script |
| 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 particle node types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No named particle crate as the chosen solution. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- 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 Documentation
- `bevy crate` - API reference and Cargo feature list.
- [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.
#### Complements
- [bevy-shaders](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-shaders/SKILL.md) - Materials are not a particle system.
- [godot-particles](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-particles/SKILL.md) - Equivalent Godot skill.
#### Downstream / consumers
- None yet.
#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.