---
name: hashgraph-online/rust-bevy-asset-pipeline
source: https://app.decimal.ai/s/hashgraph-online-rust-bevy-asset-pipeline@1/SKILL.md
source_sha256: 22e40e4b53d0
---

# Rust Bevy Asset Pipeline

Use this skill to make Bevy assets explicit, typed, validated, and packageable.
The goal is to remove scattered string paths and make loading state observable.

## Core Workflow

1. Inventory images, atlases, fonts, sounds, music, and data files.
2. Create a typed catalog resource that owns paths and loaded handles.
3. Validate paths before gameplay systems depend on the assets.
4. Load assets in a dedicated loading state or plugin.
5. Pass handles through resources/components; avoid reloading from gameplay
   systems.
6. Smoke test release packaging from the same runtime layout users will run.

## Read Next

| Task | Load |
|------|------|
| Design a catalog or loading plugin | `guidelines.md`, `references/asset-pipeline-patterns.md` |
| Replace scattered asset paths | `workflows/build-asset-pipeline.md` |
| Diagnose missing assets in packaged builds | `guidelines.md`, `workflows/build-asset-pipeline.md` |

## Source Notes

Guidance is transformed and paraphrased from Herbert Wolverson,
*Advanced Hands-On Rust*, especially Chapter 6 on game assets and the recurring
release-readiness checks across the book. Examples are original skeletons.