bevy-core-concepts

bevy-core-concepts is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 79 tokens per session (1,288 once invoked), scanned A, original, MIT.

A guide to the main structure of a Bevy 0.19 application. Bevy is a game engine; an App runs plugins and systems, while schedules decide when those systems run and the World holds game data.

In plain words
What is it for?
Use it to set up an app or plugin, order startup and update work, separate rendering from fixed-time simulation, and write systems that directly modify the World.
Why use it?
It helps place code in the correct part of the game loop and prevents ordering conflicts between systems. It also covers code that needs direct access to the entire game world.

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 to set up an app or plugin, order startup and update work, separate rendering from fixed-time simulation, and write systems that directly modify the World.

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

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

agentmods 80×15 button for bevy-core-concepts

Your own site · 80×15
<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>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,288 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 $0.00079 $0.01288
Opus 5 $0.00039 $0.00644
Sonnet 5 $0.00016 $0.00258
Haiku 4.5 $0.00008 $0.00129

Measured 12d ago against content hash 8a21257cf90b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

skills/bevy-core-concepts/SKILL.md · 111 lines

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>.

Read the full file on GitHub · 111 lines

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. 12d ago First seen · 111 lines · 79 tokens per session scan A 8a21257cf90b

Subscribe to this mod's changes

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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