bevy_entity_ptr
Ergonomic smart-pointer-like access to Bevy ECS entities with immutable-only semantics.
Overview
This crate provides two complementary approaches for accessing entity data in Bevy:
| Type |
Size |
Use Case |
EntityHandle |
8 bytes |
Store in components, explicit &World parameter |
BoundEntity<'w> |
16 bytes |
Fluent access within a scope |
WorldRef |
8 bytes |
System entry point for EntityPtr approach |
EntityPtr |
16 bytes |
Ergonomic traversal without &World parameter |
Design Principles
- Immutable only - No
get_mut variants (functional programming style)
- Single unsafe boundary - Only
WorldRef::new() is unsafe
- Graceful stale handling - Despawned entities return
None, not undefined behavior
- Zero-cost where possible -
#[repr(transparent)], #[inline], const fn
Installation
Add to your Cargo.toml:
[dependencies]
bevy_entity_ptr = "0.1"
Quick Start
Safe Approach: EntityHandle + BoundEntity
Use this when you want fully safe code with explicit world parameters:
use bevy_ecs::prelude::*;
use bevy_entity_ptr::{EntityHandle, BoundEntity};
#[derive(Component)]
struct Parent(EntityHandle);
#[derive(Component)]
struct Name(String);
fn find_parent_name(entity: Entity, world: &World) -> Option<String> {
let handle = EntityHandle::new(entity);
let bound = handle.bind(world);
let parent = bound.follow::<Parent, _>(|p| p.0)?;
parent.get::<Name>().map(|n| n.0.clone())
}
Ergonomic Approach: WorldRef + EntityPtr
Use this when you want fluent traversal without passing &World everywhere.
There is one unsafe point: WorldRef::new().
use bevy_ecs::prelude::*;
use bevy_entity_ptr::{WorldRef, EntityPtr, EntityHandle};
#[derive(Component)]
struct Parent(EntityHandle);
#[derive(Component)]
struct Health(i32);
#[derive(Component)]
struct TreeChildren(Vec<EntityHandle>);
fn sum_tree_health(node: EntityPtr) -> i32 {
let my_health = node.get::<Health>().map(|h| h.0).unwrap_or(0);
let children_health: i32 = node
.get::<TreeChildren>()
.map(|c| {
c.0.iter()
.map(|h| sum_tree_health(node.follow_handle(*h)))
.sum()
})
.unwrap_or(0);
my_health + children_health
}
fn find_root(node: EntityPtr) -> EntityPtr {
match node.follow::<Parent, _>(|p| p.0) {
Some(parent) => find_root(parent),
None => node,
}
}
fn health_system(world: &World) {
let w = unsafe { WorldRef::new(world) };
for entity in world.iter_entities() {
let ptr = w.entity(entity.id());
let total = sum_tree_health(ptr);
println!("Subtree health: {}", total);
}
}
Mixed Usage
Store handles in components, use smart pointers for traversal:
use bevy_ecs::prelude::*;
use bevy_entity_ptr::{EntityHandle, WorldRef, EntityPtr};
#[derive(Component)]
struct Inventory {
items: Vec<EntityHandle>,
}
#[derive(Component)]
struct Weight(f32);
fn total_inventory_weight(player: EntityPtr) -> f32 {
player
.get::<Inventory>()
.map(|inv| {
inv.items
.iter()
.filter_map(|h| player.follow_handle(*h).get::<Weight>())
.map(|w| w.0)
.sum()
})
.unwrap_or(0.0)
}
Navigation Traits (Optional)
Enable the nav-traits feature for parent/child navigation helpers:
[dependencies]
bevy_entity_ptr = { version = "0.1", features = ["nav-traits"] }
use bevy_ecs::prelude::*;
use bevy_entity_ptr::{EntityHandle, WorldRef, HasParent, HasChildren};
#[derive(Component)]
struct ParentRef(Option<Entity>);
impl HasParent for ParentRef {
fn parent_entity(&self) -> Option<Entity> {
self.0
}
}
#[derive(Component)]
struct ChildRefs(Vec<Entity>);
impl HasChildren for ChildRefs {
fn children_entities(&self) -> &[Entity] {
&self.0
}
}
fn navigate_tree(world: &World, entity: Entity) {
let w = unsafe { WorldRef::new(world) };
let ptr = w.entity(entity);
if let Some(parent) = ptr.nav().parent::<ParentRef>() {
println!("Has parent: {:?}", parent.entity());
}
let children = ptr.nav_many().children::<ChildRefs>();
println!("Has {} children", children.len());
}
Thread Safety
| Type |
Send |
Sync |
Notes |
EntityHandle |
Yes |
Yes |
Safe to store in components |
BoundEntity<'w> |
No |
No |
Borrows &World |
WorldRef |
No |
No |
System-scoped only |
EntityPtr |
No |
No |
System-scoped only |
Multi-Threaded Usage Example
Multiple read-only systems can use bevy_entity_ptr concurrently. Each system creates its own WorldRef at entry, and Bevy's scheduler runs them in parallel when all systems only read:
use bevy_ecs::prelude::*;
use bevy_entity_ptr::{EntityHandle, EntityPtr, WorldRef};
#[derive(Component)]
struct Health(i32);
#[derive(Component)]
struct Armor(i32);
#[derive(Component)]
struct Children(Vec<EntityHandle>);
#[derive(Component)]
struct RootMarker;
fn sum_health(node: EntityPtr) -> i32 {
let my_health = node.get::<Health>().map(|h| h.0).unwrap_or(0);
let children_health: i32 = node
.get::<Children>()
.map(|c| c.0.iter().map(|h| sum_health(node.follow_handle(*h))).sum())
.unwrap_or(0);
my_health + children_health
}
fn sum_armor(node: EntityPtr) -> i32 {
let my_armor = node.get::<Armor>().map(|a| a.0).unwrap_or(0);
let children_armor: i32 = node
.get::<Children>()
.map(|c| c.0.iter().map(|h| sum_armor(node.follow_handle(*h))).sum())
.unwrap_or(0);
my_armor + children_armor
}
fn compute_health_system(world: &World, query: Query<Entity, With<RootMarker>>) {
let world_ref = unsafe { WorldRef::new(world) };
for entity in &query {
let total = sum_health(world_ref.entity(entity));
println!("Total health: {}", total);
}
}
fn compute_armor_system(world: &World, query: Query<Entity, With<RootMarker>>) {
let world_ref = unsafe { WorldRef::new(world) };
for entity in &query {
let total = sum_armor(world_ref.entity(entity));
println!("Total armor: {}", total);
}
}
fn setup_app(app: &mut App) {
app.add_systems(Update, (compute_health_system, compute_armor_system));
}
Why this is safe:
- Each system creates its own
WorldRef instance at entry
WorldRef and EntityPtr are NOT Send/Sync - they cannot be shared between threads
- Bevy's scheduler detects that both systems only have
&World access and runs them in parallel
- All operations through
EntityPtr are read-only by design
See examples/concurrent_systems.rs for a complete runnable example.
Stale Reference Handling
Both approaches gracefully handle despawned entities:
use bevy_ecs::prelude::*;
use bevy_entity_ptr::EntityHandle;
#[derive(Component)]
struct Name(&'static str);
fn stale_handling_example(world: &mut World) {
let entity = world.spawn(Name("temporary")).id();
let handle = EntityHandle::new(entity);
assert!(handle.is_alive(world));
assert_eq!(handle.get::<Name>(world).unwrap().0, "temporary");
world.despawn(entity);
assert!(!handle.is_alive(world));
assert!(handle.get::<Name>(world).is_none());
}
Safety
The only unsafe code is WorldRef::new(). The caller must ensure:
- The
World outlives all EntityPtr instances created from the WorldRef
- The
World is NOT mutated while any EntityPtr exists
In Bevy systems, this is naturally satisfied: systems with &World access cannot mutate.
Create WorldRef at system entry, use it for reads, and let it drop before the system returns.
What This Crate Does NOT Support (By Design)
- Mutable access - Use Bevy's native APIs for mutations
- Despawning - Use
world.despawn() directly
- Component insertion/removal - Use Bevy's native APIs
- Cross-frame storage of
EntityPtr - Use EntityHandle or raw Entity for storage
License
MIT OR Apache-2.0