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-custom-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-custom-assets)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-custom-assets"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-custom-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-custom-assets"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-custom-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 | $0.00068 | $0.01398 |
| Opus 5 | $0.00034 | $0.00699 |
| Sonnet 5 | $0.00014 | $0.00280 |
| Haiku 4.5 | $0.00007 | $0.00140 |
Grade A, and why
bevy-custom-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 — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — Custom asset loaders
When to use this skill
- Loading a custom binary or text format (proprietary game data, sidecar configs, etc.).
- Producing an asset that depends on other assets (e.g. a level loader that pulls referenced textures).
- Migrating
LoadContext::loader()or an oldNestedLoadertoload_builder()/NestedLoadBuilder. - Needing async access to the underlying file (
reader.read_to_end,reader.seekable()). - Compiler error: "
MyLoader: TypePathis not implemented" — 0.18 madeTypePathmandatory on loaders.
Canonical pattern
use bevy::asset::io::Reader;
use bevy::asset::{Asset, AssetApp, AssetLoader, LoadContext};
use bevy::prelude::*;
use bevy::reflect::TypePath;
use serde::Deserialize;
use thiserror::Error;
#[derive(Asset, TypePath, Debug, Deserialize)]
pub struct LevelDef {
pub name: String,
pub gravity: f32,
pub thumbnail: String, // path to a referenced texture asset
}
#[derive(TypePath)] // 0.18: required on the loader itself.
pub struct LevelLoader;
#[derive(Debug, Error)]
pub enum LevelLoaderError {
#[error("io: {0}")]
Io(#[from] std::io::Error),
#[error("parse: {0}")]
Parse(#[from] ron::error::SpannedError),
}
impl AssetLoader for LevelLoader {
type Asset = LevelDef;
type Settings = ();
type Error = LevelLoaderError;
async fn load(
&self,
reader: &mut dyn Reader,
_settings: &Self::Settings,
load_context: &mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
// Pull the whole file. For very large files prefer `seekable()`.
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
let level: LevelDef = ron::de::from_bytes(&bytes)?;
// Pull in a referenced asset so it loads alongside this one.
// The resulting handle ends up tracked as a dependency.
let _: Handle<Image> = load_context.load_builder().load(level.thumbnail.clone());
Ok(level)
}
fn extensions(&self) -> &[&str] {
&["level.ron"]
}
}
pub struct LevelLoaderPlugin;
impl Plugin for LevelLoaderPlugin {
fn build(&self, app: &mut App) {
app.init_asset::<LevelDef>()
.register_asset_loader(LevelLoader);
}
}
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 · 124 lines · 68 tokens per session scan A 401ae9267bcd
bevy-custom-assets is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 16d ago), licensed MIT. It adds 68 tokens to every session and 1,398 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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