Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add chrisgliddon/bevy-skills --skill bevygit clone --depth 1 https://github.com/chrisgliddon/bevy-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00058 | $0.01956 |
| Opus 5 | $0.00029 | $0.00978 |
| Sonnet 5 | $0.00012 | $0.00391 |
| Haiku 4.5 | $0.00006 | $0.00196 |
Grade A, and why
bevy scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 112 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — Router
Read this first when working on a Bevy project. All current implementation
sibling skills assume Bevy 0.19 (released 2026-06-19); historical migration
skills deliberately describe their source versions. If the user's Cargo.toml
pins a different version, stop and confirm before applying current patterns from
this collection.
Smallest valid app
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera3d::default());
}
When to use which skill
| Task | Skill |
|---|---|
| App / Plugin / Schedule basics, Update vs FixedUpdate, exclusive systems | bevy-core-concepts |
| Rebindable actions, gamepad hot-plug, deadzones, mouse capture, frame-to-fixed input | bevy-input-actions |
| Deterministic App/time stepping, messages/observers, async and visual tests | bevy-testing |
#[derive(Component)], #[require(...)], observers (On<E>), hooks, storage |
bevy-ecs-components |
Query, filters, par_iter, query lenses, IterQueryData, SingleEntityQueryData |
bevy-ecs-queries |
SystemParam, SystemSet, .run_if, ordering, remove_systems_in_set |
bevy-ecs-systems |
Cargo.toml features: 2d/3d/ui, mid-level 2d_api, renamed features |
bevy-cargo-features |
Upgrading from 0.17 — MessageReader, On, RenderTarget, GlobalAmbientLight, etc. |
bevy-migration-0-17-to-0-18 |
Upgrading from 0.18 — resources-as-components, FontSource, WorldAssetRoot, Discard |
bevy-migration-0-18-to-0-19 |
AssetServer, handles, hot-reload, glTF WorldAssetRoot/WorldInstanceReady |
bevy-assets |
Writing an AssetLoader, LoadContext::load_builder, SeekableReader |
bevy-custom-assets |
| Versioned save DTOs, stable IDs, migrations, atomic native/browser persistence | bevy-save-load |
| WASM build pipeline, WebGPU vs WebGL2 | bevy-wasm-webgpu |
Camera3d, projections/targets, free/pan controls, third-person orbit/obstruction |
bevy-cameras |
| Built-in renderer vs custom/headless/external paths, forward vs deferred | bevy-rendering |
| Custom diagnostics, tracing spans, render CPU/GPU timings, platform budgets | bevy-diagnostics-profiling |
RapierPhysicsPlugin, RigidBody, Collider, collision queries, character controllers |
bevy-physics |
StandardMaterial, MaterialPlugin<M>, AsBindGroup::label(), PBR tuning |
bevy-pbr-materials |
glTF clips, AnimationGraph, transitions, masks, events, procedural animation |
bevy-animation |
| Hanabi particles, shaders, Gaussian splats, compatible VFX crates | bevy-vfx |
AudioPlayer, sinks, spatial listeners, mix/transition policy, Seedling boundary |
bevy-audio |
Voxel meshing with block-mesh-rs, chunk pipeline, greedy quads |
bevy-voxel-pipeline |
| RON block definitions, palette, KTX2 atlas baking | bevy-voxel-data |
| Dirty sections, revision tokens, coalesced remesh queues, bounded mesh/collider swaps | bevy-voxel-runtime |
| Camera recording, MP4/PNG encoders, ffmpeg integration | bevy-capture |
es-fluent-manager-bevy i18n — FluentText<T>, BevyFluentText, LocaleChangeEvent, i18n.toml |
bevy-fluent |
Node, Button, Interaction, children![], TextFont, InputFocus, BorderRadius, BackgroundColor |
bevy-ui |
| Screen readers, focus navigation, captions, contrast, remapping, adaptive controllers | bevy-a11y |
| Porting from Unity, Unreal, Godot, Cocos, web engines, Flash, Defold, Roblox, or GameMaker | bevy-porting |
Detecting copy-paste / near-duplicate Rust code before committing (similarity-rs --cross-file) |
similarity-rs |
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 112 lines · 58 tokens per session scan A 657b5f175850
bevy is a skill published in the GitHub repository chrisgliddon/bevy-skills (11 stars, last pushed 14d ago), licensed MIT. It adds 58 tokens to every session and 1,956 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other skills, from other repositories
bevy-ecs
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions…
bevy-ecs-patterns
Advanced Bevy ECS: complex queries, system scheduling, change detection, and performance tuning. Use when optimizing Bevy architecture or implementing complex game systems.
bevy-game-engine
Bevy game engine: ECS, rendering, input, and asset management. Use when building Bevy games, working with entities/components/systems, or mentioning Rust gamedev or 2D/3D games.
bevy
Build, test, debug, and optimize Rust games and tools using the Bevy engine, ECS scheduling, assets, rendering, and platform features. Use when Cargo.toml selects Bevy.
rust-bevy-standards
Write idiomatic Rust code for applications that use Bevy Engine. Augments rust-standards skill, does not replace it. Use when writing Rust code for a Bevy application.
bevy
This skill should be used when working on Bevy game engine projects. It provides specialized knowledge for Bevy's Entity Component System (ECS) architecture, component-driven design patterns, system ordering, UI development, build strategies, and common pitfalls. Use this skill when implementing game features…