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

Read pinned source

Source commit d780783eba4ecc7c8b9429f95c9362df95f07c61

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
Yes
Repository scan complete
No
Skill scan complete
No
Observed behavior
Network or broad shell
Last checked
Nov 4, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
1,533
Repository last updated
Nov 6, 2026
License
Apache-2.0

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
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