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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, transitio…

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技能内容

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.

  1. Mark state-owned entities with cleanup components.
  2. Keep transitions event-driven or command-driven, not hidden in rendering

systems.

  1. Test repeated transitions to catch duplicate entities and stale resources.

Read Next

| Task | Load |

|------|------|

| Add a menu, pause, loading, or game-over state | guidelines.md, workflows/add-state-flow.md |

| Review Bevy plugins and state-scoped systems | references/state-flow-patterns.md |

| Debug transition leaks | guidelines.md, references/state-flow-patterns.md |

Source Notes

Guidance is transformed and paraphrased from Herbert Wolverson,

Advanced Hands-On Rust, especially Chapter 5 on reusable game state

management. Examples are original skeletons adapted for modern Bevy patterns.

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