bevy-custom-assets

bevy-custom-assets is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 68 tokens per session (1,398 once invoked), scanned A, original, MIT.

A Bevy 0.19 guide for loading custom text or binary files as assets, including files that refer to other assets.

In plain words
What is it for?
Use it to build custom asset loaders, load dependent textures or configuration files, migrate older loader code, and handle reader seeking and full-file reads.
Why use it?
It helps resolve changes and requirements in Bevy's asset-loading APIs, such as asynchronous file reading, loader type information, and referenced assets.

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 build custom asset loaders, load dependent textures or configuration files, migrate older loader code, and handle reader seeking and full-file reads.

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

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

agentmods 80×15 button for bevy-custom-assets

Your own site · 80×15
<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>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,398 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 $0.00068 $0.01398
Opus 5 $0.00034 $0.00699
Sonnet 5 $0.00014 $0.00280
Haiku 4.5 $0.00007 $0.00140

Measured 11d ago against content hash 401ae9267bcd, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/bevy-custom-assets/SKILL.md · 124 lines

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 old NestedLoader to load_builder() / NestedLoadBuilder.
  • Needing async access to the underlying file (reader.read_to_end, reader.seekable()).
  • Compiler error: "MyLoader: TypePath is not implemented" — 0.18 made TypePath mandatory 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);
    }
}

Read the full file on GitHub · 124 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. 11d ago First seen · 124 lines · 68 tokens per session scan A 401ae9267bcd

Subscribe to this mod's changes

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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