When to use
Load this when one system should notice that something happened without storing that fact on every entity. Pick the mechanism from the pages below. Do not invent a third channel.
ECS shape
- Messages (pull).
Messageis a buffered message for pull-based handling.MessageWriterwrites.MessageReaderreads and tracks what it already saw.Messagesholds what occurred within the last two updates. Register the type withApp::add_message. The engine updates the buffer; gameplay systems only write and read. - Events (push). Derive
Event, add an observer, trigger.Commands::triggerandWorld::triggerrun observers immediately inside the call.On<E>is the system parameter.Event::Triggerdefaults toGlobalTriggerfor derived events. - Observers. An
Observeris a component that holds a system.EntityEventtargets one entity: the event carries theentityfield, andOn::event_targetreturns it. - State transitions.
StateTransitionEvent<S>fires when stateSchanges. That type lives with states. See bevy-state-machines.
Examples
[dependencies]
bevy = "0.20"
A hit is a fact other systems poll. Register the message, write it from the strike system, and read it later in the same schedule. add_message keeps the double-buffered queue.
#[derive(Message)]
struct Hit {
amount: i32,
}
fn install(app: &mut App) {
app.add_message::<Hit>()
.add_systems(Update, (deal, apply).chain());
}
fn deal(mut hits: MessageWriter<Hit>) {
hits.write(Hit { amount: 12 });
}
fn apply(mut hits: MessageReader<Hit>) {
for hit in hits.read() {
info!("hit {}", hit.amount);
}
}
A shout should run listeners now. Derive Event, observe with On<Shout>, and trigger. The observer runs inside trigger before the system returns.
#[derive(Event)]
struct Shout {
text: String,
}
fn listen(shout: On<Shout>) {
info!("{}", shout.event().text);
}
fn setup(mut commands: Commands) {
commands.spawn(Observer::new(listen));
commands.trigger(Shout {
text: "round".into(),
});
}
An entity-targeted event names its target. event_target is that entity; the observer still runs immediately.
#[derive(EntityEvent)]
struct Stagger {
entity: Entity,
}
fn on_stagger(hit: On<Stagger>) {
info!("stagger {:?}", hit.event_target());
}
fn strike(mut commands: Commands, fighters: Query<Entity>) {
for entity in &fighters {
commands.trigger(Stagger { entity });
}
}
Scope
- Register a message with
App::add_messagebefore anyMessageWriterorMessageReader. - Entity-targeted triggers use
EntityEventandCommands::triggerwith theentityfield set. - Write and read a message in the same schedule with
.chain()so the reader sees the write before the buffer updates.
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 |
One mutable blob shared by every 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 | Read the official Bevy pages | 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 invented message-registration or trigger methods. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.
Official Documentation
- ECS messages - Systems,
Query, and where a buffered notice fits beside components. - Observer example -
Event,EntityEvent,Observer, andtrigger. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - ECS ownership before adding a notice channel.
- bevy-ecs-composition - Systems that write or read the notice.
Complements
- bevy-state-machines -
StateTransitionEventfor app-wide state changes.
Downstream / consumers
- Gameplay skills cover combat, abilities, and similar loops.
Master
- bevy-master - Bevy router.