AI agent skill · by @thedivergentai
Bevy Physics 3d
Docs-first stub for Bevy 3D physics. Godot counterpart: godot-physics-3d. Not a full port. Keywords: Bevy, physics, ECS, 3D.
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 3D physics (docs-first stub) Not a full port. No Rust crate in this phase. ## When to use Load this when a Bevy app needs simulated 3D bodies (props, impulses, constraints) and you need the gap list before choosing a solver. Pair with bevy-character-movement for player motion that should not be a rigid body. ## ECS shape - **Components** would own body kind, velocity, and collider data once a solver crate is chosen. The ECS page only shows plain `Component` structs. It does not define a rigid body. - **Resources** would own gravity and solver settings. Not specified in the pages opened here. - **Systems** would step the solver on a fixed schedule. `bevy::time` 0.20.0 documents `Fixed` and `run_fixed_main_schedule` (`FixedMain`). That is a clock, not a physics engine. - **Schedule:** fixed timestep for the step; `.chain()` when a system must see the step result before it runs (ECS page). ## Godot idea to Bevy idiom | Idea | Bevy idiom (idea only) | | --- | --- | | Simulated prop | Entity plus solver-defined components, after a crate is verified | | Player locomotion | Not a rigid body. Use bevy-character-movement | | Joints, ragdolls, bones driven by physics | Unverified. Leave out until a solver page is opened | | Layers and masks | Unverified. Do not copy Godot bit names | ## Gaps - The `bevy` 0.20.0 crate feature list opened on docs.rs has no physics-engine feature. Jolt, a Godot physical-bone type, and Godot joint types are not Bevy names. Do not pretend those APIs exist. - Third-party plugins are allowed by the plugins page (add a crate, then `add_plugins`). This pass did not open a specific 3D physics crate, so no plugin path is recorded. - Raycasts, CCD, and collision events are unverified. ## 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 name Jolt, a Godot physical-bone type, or Godot joint types as Bevy APIs. WHY: the opened `bevy` feature list has no physics-engine feature. - Do not pin Avian, Rapier, or any other solver crate. WHY: this pass did not open a specific 3D physics crate. - Do not treat `Fixed` / `FixedMain` as a physics engine. WHY: `bevy::time` documents a clock, not a solver. - Do not mutably query the same body component from two unordered systems. WHY: systems run in parallel unless `.chain()` orders them. ## 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. The opened 0.20.0 feature list had no physics-engine feature. - [Assets](https://bevy.org/assets/) - Official asset catalog. No physics plugin was selected from it on this pass. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [Quick Start: plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and third-party `add_plugins`. - [bevy::time](https://docs.rs/bevy/latest/bevy/time/index.html) - `Fixed` and `run_fixed_main_schedule` (`FixedMain`) as a clock, not a solver. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership and the fixed-timestep schedule names this stub is allowed to use. #### Complements - [bevy-character-movement](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-character-movement/SKILL.md) - Player locomotion that should not be a rigid body. - [godot-physics-3d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-physics-3d/SKILL.md) - Godot counterpart. Source idea only. Jolt, physical bones, and Godot joint types are not Bevy names. #### Downstream / consumers - None yet. Combat, racing, and shooter skills are not ported. #### Master - [bevy-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.