Skip to content
Back to skills

Bevy Ui Layout

ASecurity

Lays out Bevy HUD and menu nodes with Flexbox, CSS Grid, Button, and ImageNode. Use when spawning Node trees; text and theming stay on their own skills. Keywords: Bevy, UI, Node, Flexbox, GridTrack, Button, Pressed, ImageNode.

  • 866 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 19, 2026
developmentrustnodegitapidocumentation

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-ui-layout --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Bevy Ui Layout?

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

Security grade badge for Bevy Ui Layout
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-bevy-ui-layout/badge)](https://www.skillsdirectory.com/skills/thedivergentai-bevy-ui-layout)

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-ui-layout
description: "Lays out Bevy HUD and menu nodes with Flexbox, CSS Grid, Button, and ImageNode. Use when spawning Node trees; text and theming stay on their own skills. Keywords: Bevy, UI, Node, Flexbox, GridTrack, Button, Pressed, ImageNode."
---

# Bevy UI layout

## When to use

Load this when laying out HUD or menu nodes. Text content stays on bevy-ui-text. Colors and widget styling stay on bevy-ui-theming.

## ECS shape

- **Nodes:** spawn `Node` entities. Children are child entities. Flexbox and CSS Grid are fields on `Node`.
- **Widgets:** `ui_widgets::Button` plus the `Pressed` marker for the held state. `ImageNode` for a texture. Text content stays on `bevy-ui-text`.
- **Systems:** layout is engine-owned. Game systems read `Pressed` and `ComputedNode`. They do not run a second layout pass.

A column fills the window. The button is a child with a fixed size. `BackgroundColor` is the fill. `BorderRadius` rounds the control.

```rust
use bevy::ui_widgets::Button;

fn spawn_menu(mut commands: Commands) {
    let root = commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            flex_direction: FlexDirection::Column,
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            row_gap: Val::Px(12.0),
            ..default()
        })
        .id();
    commands.spawn((
        Button,
        Node {
            width: Val::Px(180.0),
            height: Val::Px(48.0),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            border_radius: BorderRadius::all(CornerRadius::circular(Val::Px(6.0))),
            ..default()
        },
        BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
        ChildOf(root),
    ));
}

pub struct MenuPlugin;

impl Plugin for MenuPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_menu);
    }
}
```

One system writes `BackgroundColor` from the `Pressed` marker. That marker is the only signal this system reads, so it is the only writer of the button fill.

```rust
use bevy::ui::Pressed;
use bevy::ui_widgets::Button;

fn paint_buttons(mut buttons: Query<(&mut BackgroundColor, Has<Pressed>), With<Button>>) {
    for (mut color, pressed) in &mut buttons {
        *color = if pressed {
            BackgroundColor(Color::srgb(0.35, 0.75, 0.35))
        } else {
            BackgroundColor(Color::srgb(0.15, 0.15, 0.15))
        };
    }
}
```

A grid names its tracks on the parent. Each child sets `grid_row` and `grid_column`.

```rust
fn spawn_grid(mut commands: Commands) {
    let root = commands
        .spawn(Node {
            display: Display::Grid,
            width: Val::Percent(100.0),
            height: Val::Px(200.0),
            grid_template_columns: vec![GridTrack::flex(1.0), GridTrack::px(120.0)],
            grid_template_rows: vec![GridTrack::auto()],
            column_gap: Val::Px(8.0),
            ..default()
        })
        .id();
    commands.spawn((
        Node {
            grid_column: GridPlacement::start(1),
            grid_row: GridPlacement::start(1),
            ..default()
        },
        BackgroundColor(Color::srgb(0.2, 0.2, 0.4)),
        ChildOf(root),
    ));
}
```

An image is `ImageNode` plus a sized `Node`. The handle comes from `AssetServer`.

```rust
fn spawn_icon(mut commands: Commands, assets: Res<AssetServer>) {
    let image = assets.load("icons/sword.png");
    commands.spawn((
        ImageNode::new(image),
        Node {
            width: Val::Px(64.0),
            height: Val::Px(64.0),
            ..default()
        },
    ));
}
```

## Widget map

| Need | Bevy idiom |
| --- | --- |
| Column or row | A `Node` entity. Children are child entities via `ChildOf` |
| Button | `ui_widgets::Button` plus the `Pressed` marker |
| Image | `ImageNode` sized by `Node` |
| Grid | `Display::Grid`, `GridTrack`, `GridPlacement` |

## Scope

- Flex fields used above: `flex_direction`, `justify_content`, `align_items`, `row_gap`. Grid fields: `display`, `grid_template_columns`, `grid_template_rows`, `grid_column`, `grid_row`.
- `bevy_feathers` is a styled widget collection for editors. Game HUDs use `Node`, `Button`, and `ImageNode`.

## 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 free-floating struct outside the `World` |
| 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 control-tree anchors or container nodes. WHY: layout is `Node` fields, `ChildOf`, and `ComputedNode`.
- 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

The library pin on bevy-master stays **0.20**.

### Official Documentation
- [Assets](https://bevy.org/assets/) - Official asset catalog.
- [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`.
- [UI examples](https://github.com/bevyengine/bevy/tree/latest/examples/ui) - `Node`, Flexbox, grid, buttons, and images.

### 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-ui-text](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-text/SKILL.md) - Text on a node.
- [bevy-ui-theming](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-theming/SKILL.md) - Colors and backgrounds.

#### Downstream / consumers
- [bevy-ui-text](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-text/SKILL.md) - Consumes layout nodes.

#### 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.md8.3 KB
  • references/ecs-ownership.md794 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.