Replace scaffold placeholders with full skill content: - bevy-0.19: ECS cheat sheet, critical traps table, architecture guide, and 7 reference files - bevy-upgrade: version migration workflow, transition references for 0.15→0.19, and 3 per-bump reference files
4.8 KiB
Production Gotchas
Battle-tested traps from shipped Bevy code. Most are silent — no error, no warning, wrong behavior. Grouped by category; scan the headers when debugging "it just doesn't work".
Silent failures
Asset cache poisoning via load_with_settings
AssetServer dedups by path. Loading a GLTF with stripped settings (e.g. load_meshes = RenderAssetUsages::empty() for hierarchy extraction) caches the stripped version; a later plain load("model.glb#Scene0") returns it — invisible models, zero errors, order-dependent.
Rule: a process that renders an asset must never also load_with_settings-strip that asset. Stripped loads are for headless servers/tools only.
Mesh without normals
Spawns successfully, renders invisible. Use .with_computed_flat_normals() or insert ATTRIBUTE_NORMAL on programmatic meshes.
Visibility hierarchy
Parents lacking Visibility/InheritedVisibility make all children invisible regardless of the children's settings. Sneaky in hand-assembled hierarchies around loaded scenes.
Spawning from non-standard schedules
Plugins (particles, audio, …) often hook the standard Update/Startup cycle. Entities spawned from exclusive or custom schedules (e.g. a UI pass) can exist in queries yet be ignored by the plugin — all components present, no errors, nothing happens.
Fix: set a flag in the odd schedule, do the actual spawn in Update:
fn ui_system(mut state: ResMut<MyState>) {
if clicked { state.spawn_requested = true; }
}
fn handle_spawns(mut state: ResMut<MyState>, mut commands: Commands) {
if std::mem::take(&mut state.spawn_requested) {
commands.spawn(/* ... */);
}
}
Scheduling & state
GlobalTransform stale in Update
Propagation runs in PostUpdate; Update readers see last frame. Move the reader to PostUpdate after TransformSystem::TransformPropagate, or accept the lag deliberately.
State::set() re-fires same-state transitions (0.18)
next_state.set(Playing) while already Playing fires OnExit(Playing) + OnEnter(Playing). One-time setup in OnEnter (cameras, level loads) re-runs. Use set_if_neq() when re-firing isn't wanted.
Headless / server contexts
Render resources must be Option
ResMut<Assets<MyMaterial>> panics in headless runs (tests, dedicated servers) — the resource doesn't exist without RenderPlugin:
fn my_system(materials: Option<ResMut<Assets<MyMaterial>>>) {
let Some(mut materials) = materials else { return; };
// ...
}
Any system that can run both rendered and headless needs this.
UI interaction
Raw mouse input fires through UI
Res<ButtonInput<MouseButton>> is winit-level; it fires for clicks consumed by UI panels. World-click handlers need a UI-consumption check (e.g. a full-screen low-z Interaction node that receives only clicks passing through all UI).
RelativeCursorPosition.normalized is center-origin
(0, 0) is the node's center; range is (-0.5, -0.5)–(0.5, 0.5). For [0, 1] UV: normalized + Vec2::splat(0.5).
Relationships
Custom #[relationship] / #[relationship_target] pairs auto-sync via hooks. Do not write observers that manually push/remove entities in the target Vec<Entity> — that duplicates what the macro does and desyncs.
Physics plugins (Avian / Rapier pattern)
CollidingEntitiesis not auto-inserted withCollider(Avian3D 0.5). Without addingCollidingEntities::default(), collision queries return nothing while the simulation runs fine internally.- Removing
RigidBodyfrom a parent withColliderchildren can panic with stale internal-tree indices. Despawn collider children first.
Shared-world multiplayer (server + client in one process)
- Server entities carry no visual components.
SceneRoot/Mesh3d/Spritebelong on client-spawned entities only; mixing causes host-vs-remote visual drift and double maintenance. run_if(is_server)gates the system, not the query. In a shared world, server systems still match client replica entities — queries must filter client markers explicitly.- Shared components race. Server and client systems in one World share component instances; a client system resetting a timer changes what the server system reads the same frame. Use
Local<T>for server-side state that must stay independent.
Debugging heuristics
- Invisible things: check normals, visibility hierarchy, far plane (1000), asset cache poisoning, scene-label spawning.
- Empty query results: check the component is actually inserted (physics markers), spawn schedule,
Without<IsResource>on broad queries (0.19). - Behavior fires unexpectedly / twice: same-state transitions, raw input through UI, ambiguous system order.
- Compiles-but-wrong after touching old code: stale API from a previous Bevy version — cross-check the bevy-upgrade skill's rename tables.