Bevy physics integration
Connects gameplay systems to the installed physics plugin and schedule. It assigns one simulation owner and distinguishes forces, impulses and teleports so transforms and collision effects do not fight each other.
bevy-physics-integration
See how it helpsWhen is it useful?
Use when Rapier or another physics plugin must control movement and collisions in Bevy.
What does it help you do?
- Checks compatibility between the engine, physics plugin and existing simulation schedule.
- Assigns one stepping owner and distinguishes forces, impulses and teleports.
- Coordinates transforms, child colliders and collision effects with the physics tick.
Try asking this
Add a dash and knockback to our Bevy fighter using the project’s current physics plugin. Test hitting a child collider, respawning and teleporting to the spawn point. Confirm movement uses the intended physics phase and each contact produces the correct single combat effect.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Bevy — physics integration
Use when connecting Bevy to Rapier or another physics plugin.
Version and project gate
Inspect Cargo.toml, Cargo.lock, Rust toolchain, exact Bevy release, plugin compatibility, feature selection, schedules, state definitions, asset roots and target backend. Read the matching migration guide before using newer examples. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Pin the plugin/Bevy compatibility pair and existing physics schedule. Define simulation ownership, transforms, hierarchy and interpolation rules before adding systems. Keep forces, impulses and teleports distinct. Align collision events and gameplay side effects with the physics tick.
Deliver
A plugin compatibility note and minimal physics/gameplay integration with one stepping owner. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Do not copy plugin code across incompatible Bevy releases or mix transform and physics writes without a contract.
Acceptance scenario
Spawn a child collider, move a kinematic platform, teleport a character and unload the level without orphan bodies. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Talon. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
- https://bevy.org/learn/quick-start/getting-started/ecs/
- https://bevy.org/learn/migration-guides/0-18-to-0-19/
- https://bevy.org/learn/migration-guides/0-17-to-0-18/
Task-specific official references
Included files 1
SKILL.md
