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bevy-ecs

Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.

skills/other-engines/bevy-ecs/SKILL.md

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# Bevy ECS

Structure a Bevy game in Rust around the Entity Component System: the `App` and
plugins, components and resources, systems with queries, scheduling, and
frame-rate-independent updates. New examples target **Bevy 0.20**. If the project
already pins another release, keep that release and use its matching migration guide.

## When to use

- Use when wiring a Bevy `App`, defining `Component`/`Resource` types, writing
  systems that query entities, ordering/filtering systems, or fixing
  borrow-conflict panics and frame-dependent movement.
- Use when `Cargo.toml` depends on `bevy` and code calls `App::new()`,
  `add_systems`, `Query`, or `Commands`.
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