bevy-character-movement
Installation
SKILL.md
Bevy character movement
When to use
Load this when a Bevy app needs a player or actor that moves in discrete steps (walk, jump feel, ground check) and you need the ECS shape before any solver code exists. Coyote time and a jump buffer are design notes. They are not a node port.
ECS shape
- Components own pose and intent: position, velocity, and a jump-buffer or coyote timer as data. The Quick Start ECS page shows components as Rust structs that derive
Component. - Resources own clocks and tuning shared by every mover.
bevy::time0.20.0 documentsTime,Fixed(fixed timestep clock), andVirtual. - Systems read intent and write velocity or position. Register them on the fixed schedule, not on a per-node physics callback.
- Schedule:
run_fixed_main_schedulerunsFixedMainfrom virtual time (bevy::time0.20.0). Order dependent systems with.chain()(ECS page). Do not paste a Godot physics-process function.