Bevy states and loading
Coordinates menus, loading and gameplay with the lifetime of their entities and resources. It keeps unfinished work from a departed state from modifying the next level.
bevy-states-loading
See how it helpsWhen is it useful?
Use when menus, loading screens and gameplay need reliable transitions and cleanup.
What does it help you do?
- Assigns entities and resources to the states that own their lifetime.
- Starts gameplay only when required assets are ready and reports failed dependencies.
- Prevents departed states from changing later levels or accumulating listeners.
Try asking this
Build menu, loading and battle states for our dungeon crawler. Cancel loading halfway, return to the menu and start a different dungeon. Only the second dungeon may spawn enemies, required assets must be ready and repeated transitions must not accumulate old entities.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Bevy — states loading
Use when implementing Bevy menus, loading, level transitions or state-dependent cleanup.
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
Declare which entities and resources belong to each state. Gate play on required asset readiness and surface failed dependencies. Choose entry/exit/update hooks from the installed API and prevent a departed state’s work from mutating the next level.
Deliver
A state/ownership table and a full menu-load-play-exit cycle. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Leaving a state does not automatically prove every manually spawned entity or resource was cleaned up.
Acceptance scenario
Change state during loading, return to the menu, load again and check that entity and listener counts do not accumulate. 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.
Included files 1
SKILL.md
