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Get Started Free →Design and review Bevy game state flow with plugins, AppState enums, OnEnter and OnExit setup, state-scoped cleanup, menus, pause screens, transitions, and run conditions. Use when adding reusable Bevy game state management, debugging duplicated entities after transitions, or separating menu, loading, playing, paused, and game-over logic.
.claude/skills/hashgraph-online-rust-bevy-state-flow/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-06 | ✗→✓ | ▲ Improved | -16% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 9% | 0% |
| case-22 | ✗→✓ | ▲ Improved | 2% | 0% |
| case-07 | ✓→✓ | = Same ✓ | -13% | 0% |
| case-17 | ✓→✓ | = Same ✓ | -7% | 0% |
Use this skill to make Bevy states explicit and reusable. State flow should describe when systems run, what is created on entry, and what is cleaned up on exit.
AppState or feature-specific state enum.OnEnter, cleanup in OnExit, and gameplay in state-filteredupdate schedules.
systems.
| Task | Load | |------|------| | Add a menu, pause, loading, or game-over state | guidelines.md, workflows/add-state-flow.md | | Review Bevy plugins and state-scoped systems | references/state-flow-patterns.md | | Debug transition leaks | guidelines.md, references/state-flow-patterns.md |
Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapter 5 on reusable game state management. Examples are original skeletons adapted for modern Bevy patterns.
Other measured skills in the registry, with their headline benchmark lift.