Individual skill
rust-bevy-state-flow
Design and review Bevy game state flow with plugins, AppState enums, OnEnter and OnExit setup, state-scoped cleanup, menus, pause screens, transitions, and run conditions. Use when adding reusable Bevy game state management, debugging duplicated entities after transitions, or separating menu, loading, playing, paused, and game-over logic.
plugins/LVTD-LLC/skills/skills/rust-bevy-state-flow/SKILL.md
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- Last checked
- Nov 4, 2026
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- Repository last updated
- Nov 6, 2026
- License
- Apache-2.0
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- rust,bevy,gamedev,state-management,plugins Declared skill tag
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SKILL.mdcore · 1,815 bytesagents/openai.yamlasset · 210 bytesguidelines.mddoc · 1,512 bytesreferences/state-flow-patterns.mddoc · 2,518 bytesworkflows/add-state-flow.mddoc · 2,166 bytes
Read excerpt
# Rust Bevy State Flow
Use this skill to make Bevy states explicit and reusable. State flow should
describe when systems run, what is created on entry, and what is cleaned up on
exit.
## Core Workflow
1. Name the user-visible game phases before adding systems.
2. Represent phases with an `AppState` or feature-specific state enum.
3. Put setup in `OnEnter`, cleanup in `OnExit`, and gameplay in state-filtered
update schedules.
4. Mark state-owned entities with cleanup components.
5. Keep transitions event-driven or command-driven, not hidden in rendering