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bevy-ecs-components

bevy-ecs-components

github.com/chrisgliddonDevelopment2688 installsUpdated 9w ago
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About bevy-ecs-components

bevy-ecs-components is a reference skill for defining and managing ECS components in Bevy 0.19. It helps Bevy developers choose component patterns, storage, and lifecycle handling while accounting for version-specific changes.

Key features

  1. 01Define components and required-component relationships
  2. 02Handle observers, hooks, and lifecycle events
  3. 03Choose Table or SparseSet storage
  4. 04Review Bevy 0.19 component migration details

Use cases

  1. 01Add components to Bevy game state
  2. 02Bundle related components with #[require(...)]
  3. 03Implement reactions to entity-targeted events
  4. 04Select storage for frequent insertion or iteration

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/chrisgliddon/bevy-skills --skill bevy-ecs-components

After installing, type/bevy-ecs-componentsin Claude Code to confirm it loaded.

Details

From the project README

Bevy 0.19 — ECS Components

When to use this skill

  • Defining a new Component for game state.
  • Bundling components via #[require(...)] (the modern replacement for "bundles").
  • Reacting to component lifecycle: spawning, despawning, inserting, removing.
  • Observers — reacting to entity-targeted events with On<E>.
  • Choosing storage: Table (default, fast iteration) vs SparseSet (fast add/remove).

Canonical pattern

use bevy::prelude::*;

// 1. Plain components.
#[derive(Component, Default)]
struct Health(f32);

#[derive(Component)]
struct Velocity(Vec3);

// 2. Required components — spawning `Player` auto-spawns the rest.
//    `#[require]` accepts `Type` (Default), `Type(args)` (tuple constructor),
//    or `Type = expression`.
#[derive(Component)]
#[require(Health = Health(100.0), Velocity = Velocity(Vec3::ZERO), Transform)]
struct Player;

// 3. Sparse storage for components added/removed every frame (e.g. tags
//    flipped by gameplay). Default Table storage is faster to iterate.
#[derive(Component)]
#[component(storage = "SparseSet")]
struct Stunned;

// 4. An entity-targeted event reacted to by observers.
#[derive(EntityEvent)]
struct Damage {
    entity: Entity, // EntityEvent requires an `entity` field.
    amount: f32,
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, spawn_player)
        .add_systems(Update, deal_damage)
        .add_observer(on_damage)
        .run();
}

fn spawn_player(mut commands: Commands) {
    commands.spawn(Player);
}

fn deal_damage(mut commands: Commands, query: Query<Entity, With<Player>>) {
    for entity in &query {
        commands.trigger(Damage { entity, amount: 10.0 });
    }
}

// Observer parameter is `On<E>`, not `Trigger<E>` (renamed in 0.17, PR #19596).
fn on_damage(damage: On<Damage>, mut query: Query<&mut Health>) {
    let event = damage.event();
    if let Ok(mut hp) = query.get_mut(event.entity) {
        hp.0 -= event.amount;
    }
}

Bevy 0.19 gotchas

  • Trigger<E> is gone. Observer params are On<E> in 0.17+. Methods: event(), event_mut(), observer(), original_event_target(), propagate(bool).
  • EntityEvent::set_target requires use bevy::ecs::entity::SetEntityEventTarget; — not in the prelude.
  • Storage choice is irrevocable: it is compiled into the component. SparseSet is designed for frequent insertion/removal; Table is the default and usually iterates faster. Benchmark the real workload before changing storage.
  • #[require(T)] runs T::default(). If T: !Default, use #[require(T = expression)] or #[require(T = T::new(...))].
  • Required components are recursive. If A requires B and B requires C, inserting A also inserts C. A constructor specified directly by A wins over an inherited constructor; requirement cycles are invalid.
  • Replace became Discard in 0.19. Use hooks on_add, on_insert, on_discard, and on_remove; the derive attribute is #[component(on_discard = path)].
  • Hooks run inside World mutations, cannot take arbitrary SystemParams, and cannot despawn the entity they fire on. Use observers when you need flexibility.
  • Resource is now a Component subtrait. Do not derive both. Each resource value lives as a component on a resource entity, and inserting another value of the same resource type can move which entity owns the singleton; keep ordinary entity components and global resources as distinct types unless that behavior is intentional.
  • Bundle derive still exists but most use-cases are better served by #[require(...)] on a "marker" component, which keeps the spawn surface ergonomic.

See also

  • bevy-ecs-queries — reading components back out.
  • bevy-ecs-systems — observers are themselves systems.
  • bevy-migration-0-17-to-0-18 — full Trigger→On and event→message rename map.
  • bevy-migration-0-18-to-0-19 — Discard lifecycle events and resources-as-components.

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