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This skill helps you optimize Bevy ECS patterns and system scheduling for high-performance, maintainable game architectures.
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---
model: opus
created: 2025-12-16
modified: 2025-12-16
reviewed: 2025-12-16
name: bevy-ecs-patterns
description: Advanced Bevy ECS patterns including complex queries, system scheduling, change detection, entity relationships, and performance optimization. Use when working on advanced Bevy game architecture, optimizing ECS performance, or implementing complex game systems.
allowed-tools: Glob, Grep, Read, Bash(cargo *), Edit, Write, TodoWrite, WebFetch, WebSearch, BashOutput, KillShell
---
# Bevy ECS Patterns
Advanced patterns and techniques for Bevy's Entity Component System, focusing on performance, maintainability, and complex game architectures.
## Core Expertise
**Advanced Queries**
- Complex query filters and combinations
- Query state and caching
- Entity relationships and hierarchies
- Parallel iteration strategies
**System Scheduling**
- System ordering and dependencies
- Run conditions and gating
- System sets and scheduling
- Fixed timestep systems
**Change Detection**
- `Changed<T>` and `Added<T>` filters
- `Ref<T>` for change tracking
- Efficient reactive systems
## Advanced Query Patterns
**Query Filters**
```rust
use bevy::prelude::*;
// Multiple filters
fn targeting_system(
query: Query<
(&Transform, &mut Target),
(With<Enemy>, Without<Dead>, Changed<Health>)
>,
) {
for (transform, mut target) in &query {
// Only enemies that are alive and recently damaged
}
}
// Optional components
fn flexible_system(
query: Query<(&Transform, Option<&Velocity>, Option<&Acceleration>)>,
) {
for (transform, velocity, acceleration) in &query {
if let Some(vel) = velocity {
// Has velocity
}
}
}
// Or filters
fn pickup_system(
query: Query<Entity, Or<(With<HealthPickup>, With<AmmoPickup>)>>,
) {
for entity in &query {
// Process any pickup type
}
}
```
**Multiple Queries with Conflicts**
```rust
// Use ParamSet when queries have conflicting access
fn combat_system(
mut param_set: ParamSet<(
Query<&mut Health, With<Player>>,
Query<&mut Health, With<Enemy>>,
)>,
) {
// Access one query at a time
for mut health in param_set.p0().iter_mut() {
health.0 += 1.0; // Heal player
}
for mut health in param_set.p1().iter_mut() {
health.0 -= 10.0; // Damage enemies
}
}
// Query transmutation for flexible access
fn dynamic_query(
all_entities: Query<(Entity, &Transform)>,
players: Query<&Player>,
) {
for (entity, transform) in &all_entities {
if players.get(entity).is_ok() {
// This is a player
}
}
}
```
**Entity Relationships**
```rust
// Parent-child hierarchies
#[derive(Component)]
struct Inventory;
#[derive(Component)]
struct InventorySlot(usize);
fn spawn_inventory(mut commands: Commands) {
commands.spawn((Inventory, SpatialBundle::default()))
.with_children(|parent| {
for i in 0..10 {
parent.spawn((InventorySlot(i), SpriteBundle::default()));
}
});
}
// Query parent from child
fn child_system(
children: Query<(&InventorySlot, &Parent)>,
parents: Query<&Inventory>,
) {
for (slot, parent) in &children {
if let Ok(inventory) = parents.get(parent.get()) {
// Access parent inventory
}
}
}
// Query children from parent
fn parent_system(
parents: Query<&Children, With<Inventory>>,
slots: Query<&InventorySlot>,
) {
for children in &parents {
for &child in children.iter() {
if let Ok(slot) = slots.get(child) {
// Access child slot
}
}
}
}
```
## System Scheduling
**System Ordering**
```rust
fn configure_systems(app: &mut App) {
app.add_systems(Update, (
// Sequential execution
read_input,
apply_movement.after(read_input),
check_collisions.after(apply_movement),
update_ui.after(check_collisions),
));
// Alternative: chain for strict ordering
app.add_systems(Update, (
read_input,
apply_movement,
check_collisions,
update_ui,
).chain());
// Parallel by default when no dependencies
app.add_systems(Update, (
update_animations, // Runs in parallel
update_particles, // with these systems
update_audio,
));
}
```
**System Sets**
```rust
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
enum PhysicsSet {
Movement,
CollisionDetection,
CollisionResolution,
}
fn configure_physics(app: &mut App) {
app.configure_sets(Update, (
PhysicsSet::Movement,
PhysicsSet::CollisionDetection.after(PhysicsSet::Movement),
PhysicsSet::CollisionResolution.after(PhysicsSet::CollisionDetection),
));
app.add_systems(Update, (
apply_velocity.in_set(PhysicsSet::Movement),
apply_gravity.in_set(PhysicsSet::Movement),
broad_phase.in_set(PhysicsSet::CollisionDetection),
narrow_phase.in_set(PhysicsSet::CollisionDetection),
resolve_collisions.in_set(PhysicsSet::CollisionResolution),
));
}
```
**Run Conditions**
```rust
fn configure_conditional_systems(app: &mut App) {
app.add_systems(Update, (
// State-based conditions
game_logic.run_if(in_state(GameState::Playing)),
// Resource-based conditions
debug_ui.run_if(resource_exists::<DebugMode>),
// Custom conditions
spawn_enemies.run_if(should_spawn_enemy),
// Combined conditions
player_input.run_if(
in_state(GameState::Playing)
.and_then(not(resource_exists::<Paused>))
),
));
}
fn should_spawn_enemy(
time: Res<Time>,
enemy_count: Query<&Enemy>,
) -> bool {
enemy_count.iter().count() < 10 && time.elapsed_seconds() > 5.0
}
```
**Fixed Timestep**
```rust
fn configure_fixed_timestep(app: &mut App) {
app.insert_resource(Time::<Fixed>::from_seconds(1.0 / 60.0));
app.add_systems(FixedUpdate, (
physics_step,
apply_forces,
integrate_positions,
));
}
fn physics_step(
time: Res<Time<Fixed>>,
mut query: Query<(&mut Transform, &Velocity)>,
) {
let dt = time.delta_seconds();
for (mut transform, velocity) in &mut query {
transform.translation += velocity.0.extend(0.0) * dt;
}
}
```
## Change Detection
**Reactive Systems**
```rust
// React to component changes
fn on_health_change(
query: Query<(Entity, &Health), Changed<Health>>,
mut death_events: EventWriter<DeathEvent>,
) {
for (entity, health) in &query {
if health.0 <= 0.0 {
death_events.send(DeathEvent(entity));
}
}
}
// React to component additions
fn on_enemy_spawn(
query: Query<Entity, Added<Enemy>>,
mut enemy_count: ResMut<EnemyCount>,
) {
for entity in &query {
enemy_count.0 += 1;
println!("Enemy spawned: {:?}", entity);
}
}
// Track if component was changed
fn track_changes(
query: Query<Ref<Transform>, With<Player>>,
) {
for transform in &query {
if transform.is_changed() {
println!("Player moved to: {:?}", transform.translation);
}
if transform.is_added() {
println!("Player spawned!");
}
}
}
```
**Deferred Operations**
```rust
// Commands are deferred until the end of the stage
fn spawn_system(mut commands: Commands) {
let entity = commands.spawn(Enemy).id();
// Entity exists but components aren't queryable yet
}
// For immediate access, use World directly (exclusive systems)
fn exclusive_spawn(world: &mut World) {
let entity = world.spawn(Enemy).id();
// Components are immediately accessible
world.entity_mut(entity).insert(Health(100.0));
}
```
## Performance Patterns
**Parallel Iteration**
```rust
use bevy::prelude::*;
fn parallel_update(
mut query: Query<(&mut Transform, &Velocity)>,
) {
// Automatically parallelized when possible
query.par_iter_mut().for_each(|(mut transform, velocity)| {
transform.translation += velocity.0.extend(0.0);
});
}
```
**Query Caching**
```rust
#[derive(Resource)]
struct CachedEnemies {
entities: Vec<Entity>,
last_update: f32,
}
fn cache_enemies(
time: Res<Time>,
query: Query<Entity, With<Enemy>>,
mut cache: ResMut<CachedEnemies>,
) {
// Update cache periodically instead of every frame
if time.elapsed_seconds() - cache.last_update > 0.1 {
cache.entities = query.iter().collect();
cache.last_update = time.elapsed_seconds();
}
}
```
**Component Storage Hints**
```rust
// SparseSet for frequently added/removed components
#[derive(Component)]
#[component(storage = "SparseSet")]
struct Burning;
// Table storage (default) for stable components
#[derive(Component)]
struct Health(f32);
// Use marker components efficiently
#[derive(Component)]
struct Player; // Zero-sized type (ZST)
```
**Batch Operations**
```rust
fn batch_spawn(mut commands: Commands) {
// More efficient than individual spawns
commands.spawn_batch((0..1000).map(|i| (
Enemy,
Health(100.0),
Transform::from_xyz(i as f32 * 10.0, 0.0, 0.0),
)));
}
```
## Entity Commands Pattern
```rust
// Extend Commands with custom operations
trait SpawnEnemyExt {
fn spawn_enemy(&mut self, position: Vec3, health: f32) -> Entity;
}
impl SpawnEnemyExt for Commands<'_, '_> {
fn spawn_enemy(&mut self, position: Vec3, health: f32) -> Entity {
self.spawn((
Enemy,
Health(health),
Transform::from_translation(position),
SpriteBundle::default(),
)).id()
}
}
// Usage
fn spawn_wave(mut commands: Commands) {
for i in 0..10 {
commands.spawn_enemy(Vec3::new(i as f32 * 50.0, 0.0, 0.0), 100.0);
}
}
```
## Best Practices
**Query Design**
- Use the most specific query possible
- Prefer `Changed<T>` over checking every entity
- Use `Option<&T>` sparingly; prefer separate queries
- Profile query iteration with `bevy_diagnostic`
**System Design**
- Keep systems small and focused
- Use events for cross-system communication
- Use queries to look up entities dynamically rather than storing `Entity` IDs in components
- Use run conditions to skip unnecessary work
**Memory Layout**
- Group related components that are accessed together
- Use SparseSet storage for temporary components
- Consider archetype fragmentation with many component combinations
**Debugging**
```rust
// Enable bevy diagnostics
app.add_plugins(bevy::diagnostic::DiagnosticsPlugin)
.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin);
// Log system execution
app.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin);
```
This skill surfaces advanced Bevy ECS patterns for building high-performance, maintainable game architectures. It consolidates techniques for complex queries, system scheduling, change detection, entity relationships, and performance tuning. Use it to implement robust systems that scale and remain debuggable as project complexity grows.
The skill inspects common ECS pain points and provides concrete patterns: complex query filters, ParamSet usage for conflicting access, parent-child relationship queries, and query transmutation. It covers system scheduling approaches including sets, chaining, run conditions, and fixed timesteps, plus reactive change-detection idioms and deferred vs immediate operations. Performance topics include parallel iteration, query caching, storage hints, batch operations, and custom Commands extensions.
When should I use ParamSet vs separate systems?
Use ParamSet when you must perform multiple conflicting mutable queries within the same logical operation. Prefer separate systems if the operations can run independently or be reordered for parallelism.
How do I reduce query overhead for large sets of entities?
Cache entity lists on a timed interval, use more specific filters, or move infrequent components to SparseSet storage. Also consider batch processing and parallel iteration where safe.