Bevy spatial queries (docs-first stub)
Not a full port. Casts, overlaps, and physics picking wait on a solver. No crate was chosen.
When to use
Load this when a design needs line of sight, a volume overlap, a ground probe, or a mouse pick, and you need the gap list. Screen-to-2D-world mapping that does not hit a collider is a camera helper, not a physics query.
ECS shape
- Components would own query origin, direction, and a mask once a solver defines them. This pass does not name those types.
- Resources would own a physics world. None was opened.
- Systems would run the query after the solver step. Order that with
.chain()on the ECS page. The clock isFixed/FixedMainfrombevy::time, which is not a query API. - Camera-only pick (opened elsewhere):
Camera::viewport_to_world_2dwithGlobalTransformmaps a viewport position to a 2D world position. That is not an intersection test. See bevy-camera-systems.
Godot idea to Bevy idiom
| Idea | Bevy idiom (idea only) |
|---|---|
| Ray or shape cast | Unverified until a solver page is opened. Route the gap to bevy-physics-2d or bevy-physics-3d |
| Mouse position in 2D world | viewport_to_world_2d on a Camera (bevy-camera-systems). Collider hit is still a gap |
| Exclude the caster | Unverified. Do not copy Godot RID exclude lists |
| Field-of-view fan | Design data on components. No sensor API was opened |
Gaps
- The opened
bevy0.20.0 feature list has no physics-engine feature, so there is no ray, shape, point, or sweep query to cite. - Third-party plugins may be added with
add_plugins. This pass did not open a query API on any physics crate. - Piercing casts, reflection from normals, and ground volumes 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 ray, shape-cast, or direct-space-state types. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No Avian, Rapier, or any other named physics crate as the chosen solver. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar.
-
No invented
intersect_rayor mask 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 spatial-query module was opened.
- Assets - Official asset catalog. No query plugin was selected.
- Examples - Example tree on the
latestbranch. - ECS - Systems,
Query, and.chain(). - bevy::camera -
viewport_to_world_2dis a camera map, not a collider query. Details live on bevy-camera-systems. - Quick Start: plugins - Third-party
add_pluginswithout a chosen crate.
Related Skills
Prerequisites
- bevy-master - ECS ownership.
- bevy-camera-systems - Viewport to 2D world, without a hit test.
Complements
- bevy-physics-2d - 2D solver gap.
- bevy-physics-3d - 3D solver gap.
- godot-raycasting-queries - Godot counterpart. Source idea only.
Downstream / consumers
- bevy-ai-navigation - Sensors stay a gap until queries exist.
Master
- bevy-master - Bevy router.


