mcpField
R
rust-bevy-state-flow

rust-bevy-state-flow

github.com/lvtd-llcDevelopment142 installsUpdated 7w ago
Repository

About rust-bevy-state-flow

A skill for structuring Bevy game states so setup, gameplay, and cleanup are explicit. It guides Rust game developers through reusable state flows and transition testing.

Key features

  1. 01Define user-visible game phases
  2. 02Set up systems on state entry
  3. 03Clean up state-owned entities on exit
  4. 04Filter gameplay systems by state
  5. 05Test repeated state transitions

Use cases

  1. 01Add menu, pause, loading, or game-over states
  2. 02Review state-scoped systems in Bevy plugins
  3. 03Find duplicate entities or stale resources after transitions

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/lvtd-llc/skills --skill rust-bevy-state-flow

After installing, type/rust-bevy-state-flowin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

guidelines.md
agents/
openai.yaml
references/
state-flow-patterns.md
workflows/
add-state-flow.md

Details

From the project README

Rust Bevy State Flow

Use this skill to make Bevy states explicit and reusable. State flow should describe when systems run, what is created on entry, and what is cleaned up on exit.

Core Workflow

  1. Name the user-visible game phases before adding systems.
  2. Represent phases with an AppState or feature-specific state enum.
  3. Put setup in OnEnter, cleanup in OnExit, and gameplay in state-filtered update schedules.
  4. Mark state-owned entities with cleanup components.
  5. Keep transitions event-driven or command-driven, not hidden in rendering systems.
  6. Test repeated transitions to catch duplicate entities and stale resources.

Read Next

TaskLoad
Add a menu, pause, loading, or game-over stateguidelines.md, workflows/add-state-flow.md
Review Bevy plugins and state-scoped systemsreferences/state-flow-patterns.md
Debug transition leaksguidelines.md, references/state-flow-patterns.md

Source Notes

Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapter 5 on reusable game state management. Examples are original skeletons adapted for modern Bevy patterns.

Comments

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