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-core-conceptsgit 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-core-concepts)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-core-concepts"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-core-concepts/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-core-concepts"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-core-concepts.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 | $0.00079 | $0.01288 |
| Opus 5 | $0.00039 | $0.00644 |
| Sonnet 5 | $0.00016 | $0.00258 |
| Haiku 4.5 | $0.00008 | $0.00129 |
Grade A, and why
bevy-core-concepts 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 12d 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 — 111 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — Core concepts (App, Plugin, Schedule, World)
When to use this skill
- Setting up a new Bevy app or library plugin.
- Deciding which schedule (
Startup,Update,FixedUpdate,PostUpdate, ...) a system belongs in. - Writing an exclusive system that needs
&mut World. - Hitting schedule cycles, elevated ambiguity diagnostics, or deferred-command order bugs.
- Asking "where should X run?"
Canonical pattern
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(GamePlugin)
.run();
}
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Score(0))
.add_systems(Startup, spawn_world)
.add_systems(Update, (read_input, apply_gravity).chain())
.add_systems(FixedUpdate, simulate_physics)
.add_systems(PostUpdate, sync_transforms);
}
}
#[derive(Resource)]
struct Score(u32);
fn spawn_world(mut commands: Commands) {
commands.spawn((Camera3d::default(), Transform::from_xyz(0.0, 4.0, 8.0)));
}
fn read_input(_keys: Res<ButtonInput<KeyCode>>) {}
fn apply_gravity(_t: Res<Time>) {}
fn simulate_physics(_t: Res<Time<Fixed>>) {}
fn sync_transforms(_q: Query<&mut Transform>) {}
// Exclusive system — full mutable World access, runs alone.
fn rebuild_index(world: &mut World) {
let count = world.entities().len();
world.insert_resource(EntityCount(count));
}
#[derive(Resource)]
struct EntityCount(u32);
Schedule cheat sheet
| Schedule | Use for |
|---|---|
Startup |
One-shot setup. Runs once before Update. |
PreUpdate |
Reading input, networking ingress, frame-start bookkeeping. |
Update |
Per-frame game logic. Runs at render rate. Default for game systems. |
PostUpdate |
Reactive bookkeeping after Update (transform propagation lives here). |
Last |
Anything that must run after PostUpdate (rare). |
FixedFirst / FixedPreUpdate / FixedUpdate / FixedPostUpdate / FixedLast |
Deterministic, tick-rate work: physics, networking simulation, gameplay state. Runs zero or more times per render frame to catch up to Time<Fixed>. |
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.
- 12d ago First seen · 111 lines · 79 tokens per session scan A 8a21257cf90b
bevy-core-concepts is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 18d ago), licensed MIT. It adds 79 tokens to every session and 1,288 once invoked, about $0.0004 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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