Bevy navigation (docs-first stub)
Not a full port. Bevy's opened pages do not ship a navigation mesh, agent, or avoidance solver. No third-party nav crate was chosen.
When to use
Load this when agents need a path over walkable space and you need the gap list before adding a crate. Movement of the actor after a path exists belongs on bevy-character-movement. Policy for chase, patrol, and retarget belongs on bevy-ai-navigation.
ECS shape
- Components may store a goal
Transformtarget and a path as your own data (a list of positions you define). The ECS page allows plainComponentstructs. It does not define a nav agent. - Resources would own a map. None was opened.
- Systems that follow a path you already computed should move on
Fixed/FixedMain(bevy::time) and use.chain()when the next waypoint must be visible before motion. Computing the path itself has no opened API. - Schedule: do not invent a navigation schedule name.
Godot idea to Bevy idiom
| Idea | Bevy idiom (idea only) |
|---|---|
| Navigation agent | Unverified. No agent component was opened |
| Baked region | Unverified. Do not copy Godot bake calls |
| Avoidance | Unverified |
| Next waypoint | Your component data, then bevy-character-movement |
Gaps
- docs.rs
bevylatest(pin 0.20.0 on bevy-master) was not opened onto a navigation module. Do not invent mesh, link, layer, or cost types. - The assets catalog was not used to select a navigation plugin.
add_pluginsallows a third-party crate later; this pass records no path. - Runtime rebake, stuck recovery, and crowd radius are unverified.
Expert Knowledge Delta
Library target in prose: Bevy 0.20.0. Lattice URLs stay unversioned.
Opened canon only: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. This file does not invent their struct APIs. Systems run in parallel unless .chain() orders the ones that conflict.
Who owns state
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
Decision
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query | A Godot node script |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API this skill did not open | A Gaps row | A fabricated crate (solver, navmesh module, net, XR) |
Load references/a-gate-notes.md for the same table plus the gap rule.
NEVER
-
Do not put
/0.20.0/in lattice URLs. WHY: permalinks stay onlatest. The 0.20.0 pin belongs in prose once. -
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless
.chain()orders them. -
Do not invent a physics, navigation, networking, or XR crate here. WHY: those rows are gaps, blocked, or revisit.
-
No Godot navigation agent, region, or server types. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No named third-party navigation crate as the chosen solver. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No invented bake, avoidance, or path-query APIs. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No Creation Station content. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No umbrella skill over Godot and Bevy. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
Do not mark this row
ported. It isdocs_mapped. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
Reference
docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.
Official Documentation
- Migration guides - Unversioned hop index.
- bevy crate - Unversioned API index. No navigation module was opened.
- Assets - Official asset catalog. No navigation plugin was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component,Query,Commands, and.chain(). - bevy::time -
FixedandFixedMainfor motion after a path exists. - Quick Start: plugins -
add_pluginswithout a chosen nav crate.
Related Skills
Prerequisites
- bevy-master - ECS ownership.
- bevy-character-movement - How an actor moves once a waypoint exists.
Complements
- bevy-ai-navigation - Chase, patrol, and retarget policy. Not the mesh.
- godot-navigation-pathfinding - Godot counterpart. Source idea only.
Downstream / consumers
- None yet. Genre routers are not ported.
Master
- bevy-master - Bevy router.


