Docs: Bevy guide — add BRP/bevy_brp_mcp live-introspection tooling (2026-07 MCP ecosystem sweep)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -276,6 +276,7 @@ This is where the stack pays for itself; roughly five ★-class Unity limitation
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- **Inner loop:** `cargo check` for seconds-fast validation; dev profile with `bevy/dynamic_linking` + a fast linker for quick rebuild-and-run; `opt-level` bumped for deps so debug play is smooth. Full clean builds are slow (Rust tax) — cache in CI, never clean locally without cause.
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- **Inner loop:** `cargo check` for seconds-fast validation; dev profile with `bevy/dynamic_linking` + a fast linker for quick rebuild-and-run; `opt-level` bumped for deps so debug play is smooth. Full clean builds are slow (Rust tax) — cache in CI, never clean locally without cause.
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- **Hot reload:** RON profiles, WGSL shaders, and glTF assets reload on save via the asset watcher — tuning and look iteration without restarts. (Code hot-patching exists as experimental ecosystem work; treat as a bonus, not a plan.)
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- **Hot reload:** RON profiles, WGSL shaders, and glTF assets reload on save via the asset watcher — tuning and look iteration without restarts. (Code hot-patching exists as experimental ecosystem work; treat as a bonus, not a plan.)
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- **Live-world introspection (BRP):** Bevy ships the first-party **Bevy Remote Protocol** — a JSON-RPC layer into a *running* app, headless server included. Community MCP servers (`bevy_brp_mcp`, `bevy_debugger_mcp`) sit thinly on top: query/watch/mutate live components, trigger events, launch apps. This is the agent's runtime eyes, and it is protocol-native rather than editor-automation — it works against a dedicated server or any dev build, with no editor session, focus state, or compile-freshness hazards. Enable the `bevy_remote` feature in dev builds from day one; unlike the Unity bridge, this bridge is *optional* (the primary loop stays CLI + text), which is the structural reason the MCP scar list stays short.
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- **Operator surfaces** (replacing the editor, honestly the biggest workflow cost — budget for it):
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- **Operator surfaces** (replacing the editor, honestly the biggest workflow cost — budget for it):
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- `--host` + egui: inspector, tuning bench with profile A/B, debug-op buttons (the `DebugOp` byte model ports as reliable messages), F-key toggles;
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- `--host` + egui: inspector, tuning bench with profile A/B, debug-op buttons (the `DebugOp` byte model ports as reliable messages), F-key toggles;
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- `lantern_tools seed-gallery` for worldgen review; `lantern_tools staging` (orbit-cam scene viewer) as the ArtStaging replacement;
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- `lantern_tools seed-gallery` for worldgen review; `lantern_tools staging` (orbit-cam scene viewer) as the ArtStaging replacement;
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