When to use
Load this before adding a burst, trail, or GPU particle effect. Particle effects are yours to build in ECS. Do not invent a particle plugin.
ECS shape
- Components own each mote (
Particle) and each emitter (Emitter). ASpriteis the visible quad. - Resources: none. Burst origin and rate live on the emitter entity.
- Systems: one system spawns motes, one integrates them and despawns the dead.
- Schedule: both run on
FixedUpdate, chained so a mote spawned this step is integrated next step.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| CPU particles | Entities with Particle, Sprite, and Transform |
| GPU particles | The same entities, drawn by the sprite pipeline |
| One-shot burst | Spawn a fixed count, then despawn when life hits zero |
Scope
Bevy ships no particle module. A burst is a spawn loop over Sprite entities. A trail is an emitter component that spends a rate accumulator.
Examples
[package]
name = "particles"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
rand = "0.9"
A one-shot burst scatters sprites. Each mote stores velocity and remaining life.
use rand::Rng;
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn burst(mut commands: Commands) {
let mut rng = rand::rng();
for _ in 0..24 {
let angle = rng.random_range(0.0..std::f32::consts::TAU);
let speed = rng.random_range(1.0..4.0);
commands.spawn((
Particle {
velocity: Vec2::new(angle.cos(), angle.sin()) * speed,
life: rng.random_range(0.3..0.8),
},
Sprite {
color: Color::srgba(1.0, 0.45, 0.1, 1.0),
custom_size: Some(Vec2::splat(6.0)),
..default()
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
}
Integration writes Transform and despawns when life expires. Gravity is a constant acceleration on Y.
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn simulate(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut particle, mut sprite) in &mut motes {
particle.life -= dt;
if particle.life <= 0.0 {
commands.entity(entity).despawn();
continue;
}
particle.velocity.y -= 6.0 * dt;
transform.translation.x += particle.velocity.x * dt;
transform.translation.y += particle.velocity.y * dt;
sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
}
}
An emitter on a moving entity spends accumulator and spawns motes at its translation. That is a trail.
use rand::Rng;
#[derive(Component)]
struct Emitter {
rate: f32,
accumulator: f32,
}
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn emit(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut emitters: Query<(&Transform, &mut Emitter)>,
) {
let dt = time.delta_secs();
let mut rng = rand::rng();
for (transform, mut emitter) in &mut emitters {
emitter.accumulator += emitter.rate * dt;
while emitter.accumulator >= 1.0 {
emitter.accumulator -= 1.0;
commands.spawn((
Particle {
velocity: Vec2::new(rng.random_range(-0.4..0.4), rng.random_range(0.2..1.0)),
life: 0.6,
},
Sprite {
color: Color::srgba(0.7, 0.7, 0.7, 0.8),
custom_size: Some(Vec2::splat(4.0)),
..default()
},
Transform::from_translation(transform.translation),
));
}
}
}
fn simulate(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut particle, mut sprite) in &mut motes {
particle.life -= dt;
if particle.life <= 0.0 {
commands.entity(entity).despawn();
continue;
}
particle.velocity.y -= 6.0 * dt;
transform.translation.x += particle.velocity.x * dt;
transform.translation.y += particle.velocity.y * dt;
sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
}
}
pub struct ParticlePlugin;
impl Plugin for ParticlePlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, (emit, simulate).chain());
}
}
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 Godot node script |
| 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 Godot particle node types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No named particle crate as the chosen solution. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
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 Documentation
bevy crate- API reference and Cargo feature list.- 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.
Complements
- bevy-shaders - Materials are not a particle system.
- godot-particles - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.