AI agent skill · by @thedivergentai
Bevy Performance
Docs-first stub for Bevy runtime cost. Godot counterpart: godot-performance-optimization. Not a full port. Keywords: Bevy, parallel systems, chain, FrameTimeDiagnosticsPlugin, Handles.
Archived 2026-10-23 · Source updated 2026-10-11 · License: LGPL-3.0. Check the original repository for the latest version.
SKILL.md instructions
# Bevy performance (docs-first stub) Not a full port. The opened pages name parallelism, ordering, diagnostics, and handle lifetimes. They do not give a numeric budget. ## When to use Load this when a system is slow or assets stay in memory. Pair it with `bevy-debugging-profiling` for the counters. Sources: the Quick Start ECS page, `bevy::diagnostic`, and the `bevy::asset` index (docs.rs `latest`, 0.20.0). ## ECS shape - **Systems:** the ECS page says systems run in parallel when they can. `.chain()` forces order and removes that parallelism for the chained set. Put `.chain()` only on the systems that must see each other's writes. - **Fixed step:** movement and other gameplay that should not follow the render frame belong on `Fixed` / `FixedMain` (`bevy::time`), not on every `Update`. - **Measures:** `FrameTimeDiagnosticsPlugin` records frame time, fps, and frame count. `EntityCountDiagnosticsPlugin` records entity count. `SystemInformationDiagnosticsPlugin` records process `cpu_usage` and `mem_usage`. `LogDiagnosticsPlugin` prints them. No target milliseconds are stated on those pages. - **Memory:** `Handle` is reference counted. A strong handle kept in a long-lived `Resource` keeps the asset. The last strong drop removes it from `Assets<T>`. `Assets::add` does not deduplicate procedural assets. `AssetServer::load` reuses a handle while one remains. - **Schedule:** diagnostics plugins are added on the `App` after `DefaultPlugins`. Do not invent a budget resource. ## Godot idea to Bevy idiom | Idea | Bevy idiom (idea only) | | --- | --- | | Stop scripts from fighting | Let independent systems run in parallel; `.chain()` only for real order | | Physics-ish tick vs render | `Fixed` versus `Update` | | Watch frame time | `FrameTimeDiagnosticsPlugin` | | Unload unused art | Drop the last strong `Handle` | ## Gaps - Frustum culling, LOD, and draw-call batching were not opened. Do not name render knobs from memory. - No entity count cap or frame-time budget number was on the opened pages. - Change detection as a performance tool was not opened (same gap as `bevy-ecs-composition`). ## Expert Knowledge Delta Library target in prose: **Bevy 0.20.0**. Lattice URLs stay unversioned. Opened canon only: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. This file does not invent their struct 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 this skill did not open | A Gaps row | A fabricated crate (solver, navmesh module, net, XR) | Load `references/a-gate-notes.md` for the same table plus the gap rule. ## NEVER - Do not put `/0.20.0/` in lattice URLs. WHY: permalinks stay on `latest`. The 0.20.0 pin belongs in prose once. - 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: those rows are gaps, blocked, or revisit. - No Godot servers, visibility notifiers, or profiler monitors. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No culling or batching API this file did not open. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No third-party profiler crates. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No Creation Station content. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No umbrella skill over Godot and Bevy. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - Do not mark this row `ported`. It is `docs_mapped`. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. ## Reference docs.rs links use the unversioned `latest` permalink. The library pin on bevy-master stays **0.20.0**. ### Official Documentation - [Migration guides](https://bevy.org/learn/migration-guides/introduction/) - Unversioned hop index. - [bevy crate](https://docs.rs/bevy/latest/bevy/) - Unversioned API index. - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - Parallel systems and `.chain()`. - [bevy::time](https://docs.rs/bevy/latest/bevy/time/index.html) - `Fixed` and `FixedMain`. - [bevy::diagnostic](https://docs.rs/bevy/latest/bevy/diagnostic/index.html) - Frame time, entity count, system info. - [bevy::asset](https://docs.rs/bevy/latest/bevy/asset/index.html) - Handle lifetimes and `Assets::add`. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-master/SKILL.md) - Who owns which piece of state. - [bevy-ecs-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Systems and `.chain()`. - [bevy-debugging-profiling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-debugging-profiling/SKILL.md) - How those diagnostics are plugged in. #### Complements - [bevy-asset-scenes](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-asset-scenes/SKILL.md) - When handles are loaded and dropped. - [bevy-character-movement](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-character-movement/SKILL.md) - Work that belongs on the fixed timestep. - [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) - Godot counterpart. Source idea only. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.