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 bevy-assetsgit 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-assets)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-assets"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-assets/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-assets"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-assets.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 | $0.00067 | $0.01343 |
| Opus 5 | $0.00034 | $0.00672 |
| Sonnet 5 | $0.00013 | $0.00269 |
| Haiku 4.5 | $0.00007 | $0.00134 |
Grade A, and why
bevy-assets 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 11d 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 — 123 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — Assets
When to use this skill
- Loading a model, texture, audio file, or scene.
- Reading the loaded data back from
Assets<T>once it's ready. - Reacting to load progress (
AssetEvent::Added/Modified). - Spawning glTF scenes, waiting for
WorldInstanceReady, reading names/extras, or owning/despawning an instance cleanly. - Enabling hot-reload during development.
- Writing your own loader → see
bevy-custom-assets.
Canonical pattern
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(AssetPlugin {
// Hot-reload on file change — dev-only.
watch_for_changes_override: Some(true),
..default()
}))
.init_resource::<MyHandles>()
.add_systems(Startup, load_handles)
.add_systems(Update, react_to_loads)
.run();
}
#[derive(Resource, Default)]
struct MyHandles {
hero: Handle<WorldAsset>,
bricks: Handle<Image>,
}
fn load_handles(asset_server: Res<AssetServer>, mut handles: ResMut<MyHandles>) {
// GLTF scenes are addressed by sub-asset label.
handles.hero = asset_server.load("models/hero.glb#Scene0");
handles.bricks = asset_server.load("textures/bricks.png");
}
fn react_to_loads(
mut ev: MessageReader<AssetEvent<Image>>,
images: Res<Assets<Image>>,
) {
for event in ev.read() {
if let AssetEvent::LoadedWithDependencies { id } = event {
if let Some(img) = images.get(*id) {
info!("image loaded: {}x{}", img.width(), img.height());
}
}
}
}
Asset paths
use bevy::asset::AssetPath;
// `LoadContext::path()` returns `AssetPath`, not `&Path`.
// Build paths explicitly when generating handles inside a custom loader:
let path = AssetPath::from("textures/bricks.png");
let path_with_label = AssetPath::from("models/hero.glb").with_label("Scene0");
let _ = path;
let _ = path_with_label;
Asset readiness check
use bevy::prelude::*;
# fn _check(
asset_server: Res<AssetServer>,
handles: Res<MyHandles>,
# ) {
use bevy::asset::LoadState;
if asset_server.load_state(&handles.hero) == LoadState::Loaded {
// Safe to spawn WorldAssetRoot(handles.hero.clone()).
}
# }
# #[derive(Resource)] struct MyHandles { hero: Handle<WorldAsset> }
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 11d ago First seen · 123 lines · 67 tokens per session scan A 61fb1ec04f55
bevy-assets is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 16d ago), licensed MIT. It adds 67 tokens to every session and 1,343 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.
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