Imported from thedivergentai/game-dev-agentic-skills (
skills/bevy-3d-world-building/SKILL.md). Install upstream withnpx skills add thedivergentai/game-dev-agentic-skills --skill bevy-3d-world-building. Copyright stays with the author.
Bevy 3D world building
When to use
Load this when placing meshes, lights, and colliders into a level. Scene spawn mechanics stay on bevy-asset-scenes. Physics bodies stay on bevy-physics-3d.
ECS shape
- Spawn: entities with transforms and render components. Primitives (
Cuboid,Sphere,Cylinder) convert intoMeshand ride onMesh3dplusMeshMaterial3d. - Scenes:
bevy_sceneandbevy_gltfare features. Spawn details are on bevy-asset-scenes (AssetServer, scene spawn). - Lights: a
DirectionalLightis an entity with aTransform. Fog isDistanceFogon the camera entity. Full lighting setups stay on bevy-3d-lighting. - Systems: which cells are present is a
Resource. Spawning a cell isCommandsinUpdate.
fn spawn_level(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let stone = materials.add(StandardMaterial {
base_color: Color::srgb(0.45, 0.42, 0.38),
..default()
});
let floor = materials.add(StandardMaterial {
base_color: Color::srgb(0.28, 0.30, 0.26),
..default()
});
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(24.0, 0.2, 24.0))),
MeshMaterial3d(floor),
Transform::from_xyz(0.0, -0.1, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(Cylinder::new(0.4, 3.0))),
MeshMaterial3d(stone.clone()),
Transform::from_xyz(-4.0, 1.5, -2.0),
));
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.6))),
MeshMaterial3d(stone),
Transform::from_xyz(2.0, 0.6, 1.0),
));
commands.spawn((
DirectionalLight {
illuminance: 12_000.0,
shadow_maps_enabled: true,
..default()
},
Transform::from_xyz(6.0, 10.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Camera3d::default(),
DistanceFog {
color: Color::srgb(0.55, 0.62, 0.70),
falloff: FogFalloff::Linear {
start: 12.0,
end: 40.0,
},
..default()
},
Transform::from_xyz(0.0, 8.0, 14.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
Kitbash props are ordinary entities. A helper returns the entity id so later systems can parent markers to it.
fn spawn_prop(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
at: Vec3,
size: Vec3,
color: Color,
) -> Entity {
commands
.spawn((
Mesh3d(meshes.add(Cuboid::from_size(size))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: color,
..default()
})),
Transform::from_translation(at),
))
.id()
}
Cells already in the world live on one resource. The streamer inserts a marker component and a mesh only for cells that are not recorded yet.
#[derive(Resource, Default)]
struct LoadedCells {
coords: Vec<(i32, i32)>,
}
#[derive(Component)]
struct CellMarker {
x: i32,
z: i32,
}
fn stream_cells(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut loaded: ResMut<LoadedCells>,
focus: Query<&Transform, With<Camera3d>>,
) {
let Ok(focus) = focus.single() else {
return;
};
let cx = (focus.translation.x / 8.0).floor() as i32;
let cz = (focus.translation.z / 8.0).floor() as i32;
for dz in -1..=1 {
for dx in -1..=1 {
let coord = (cx + dx, cz + dz);
if loaded.coords.contains(&coord) {
continue;
}
loaded.coords.push(coord);
commands.spawn((
CellMarker {
x: coord.0,
z: coord.1,
},
Mesh3d(meshes.add(Cuboid::new(8.0, 0.1, 8.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.3, 0.34, 0.28),
..default()
})),
Transform::from_xyz(coord.0 as f32 * 8.0, 0.0, coord.1 as f32 * 8.0),
));
}
}
}
[dependencies]
bevy = "0.20"
Level choices
| Need | Bevy approach |
|---|---|
| Packed level | A scene asset spawned through bevy-asset-scenes |
| Kitbash props | Entities with Mesh3d and MeshMaterial3d |
| Atmosphere | DirectionalLight, DistanceFog, and the camera entity |
Scope
- Primitives above cover greybox blocks, columns, and spheres. Heightmaps are a
Meshyou fill yourself, then the sameMesh3dspawn. - Collider authoring belongs with bevy-physics-3d once you choose a physics solver.
Expert Knowledge Delta
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their 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 script field copied onto the entity |
| 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 outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
NEVER
-
Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; the 0.20 target is stated once in prose. -
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: this skill only names documented Bevy crates and modules.
-
No CSG, grid-map, or world-environment node types in Bevy code. WHY: greybox meshes, lights, and
DistanceFogare the documented Bevy pieces. -
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
Official links stay on bevy.org. The library pin on bevy-master stays 0.20.0.
Official Documentation
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-asset-scenes - Scene spawn.
- bevy-3d-lighting - Lights.
- bevy-3d-materials - Surfaces.
- bevy-camera-systems - View.
Complements
- bevy-procedural-generation - Generated layouts.
- bevy-physics-3d - Simulated props. Solver still unpicked.
- godot-3d-world-building - Same topic on the Godot track.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
