bevy-assets

bevy-assets is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 67 tokens per session (1,343 once invoked), scanned A, original, MIT.

A Bevy 0.19 guide for loading and using files such as models, textures, audio, and scenes. It covers AssetServer, which finds and loads these files, and glTF, a common format for 3D models and scenes.

In plain words
What is it for?
Use it when loading game resources, spawning glTF scenes, reacting when files finish loading or change, enabling development-time hot reload, or writing a custom asset reader.
Why use it?
It removes the guesswork around waiting for assets, accessing loaded data, spawning model scenes, hot reload during development, and resolving asset paths.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: mentions OpenCode.

Part of the bevy-skills plugin — 31 skills shipped together

Good fit Use it when loading game resources, spawning glTF scenes, reacting when files finish loading or change, enabling development-time hot reload, or writing a custom asset reader.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/chrisgliddon/bevy-skills/bevy-assets
Install

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.

Any agent
npx skills add chrisgliddon/bevy-skills --skill bevy-assets
Clone the repo
git clone --depth 1 https://github.com/chrisgliddon/bevy-skills

Made for: Claude Code.

Or install bevy-skills, the plugin that ships this one along with the rest of its 31 skills.

Wrote 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.

agentmods badge for bevy-assets

README.md
[![agentmods](https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-assets/github.svg)](https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-assets)
Your own site
<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.

agentmods 80×15 button for bevy-assets

Your own site · 80×15
<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>
Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,343 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash 61fb1ec04f55, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/bevy-assets/SKILL.md · 123 lines

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> }

Read the full file on GitHub · 123 lines

Files

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.

Changes

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.

  1. 11d ago First seen · 123 lines · 67 tokens per session scan A 61fb1ec04f55

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories