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-ecs-componentsgit 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-ecs-components)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-ecs-components"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-ecs-components/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-ecs-components"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-ecs-components.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 | $0.00073 | $0.01128 |
| Opus 5 | $0.00036 | $0.00564 |
| Sonnet 5 | $0.00015 | $0.00226 |
| Haiku 4.5 | $0.00007 | $0.00113 |
Grade A, and why
bevy-ecs-components 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 — 100 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — ECS Components
When to use this skill
- Defining a new
Componentfor game state. - Bundling components via
#[require(...)](the modern replacement for "bundles"). - Reacting to component lifecycle: spawning, despawning, inserting, removing.
- Observers — reacting to entity-targeted events with
On<E>. - Choosing storage: Table (default, fast iteration) vs SparseSet (fast add/remove).
Canonical pattern
use bevy::prelude::*;
// 1. Plain components.
#[derive(Component, Default)]
struct Health(f32);
#[derive(Component)]
struct Velocity(Vec3);
// 2. Required components — spawning `Player` auto-spawns the rest.
// `#[require]` accepts `Type` (Default), `Type(args)` (tuple constructor),
// or `Type = expression`.
#[derive(Component)]
#[require(Health = Health(100.0), Velocity = Velocity(Vec3::ZERO), Transform)]
struct Player;
// 3. Sparse storage for components added/removed every frame (e.g. tags
// flipped by gameplay). Default Table storage is faster to iterate.
#[derive(Component)]
#[component(storage = "SparseSet")]
struct Stunned;
// 4. An entity-targeted event reacted to by observers.
#[derive(EntityEvent)]
struct Damage {
entity: Entity, // EntityEvent requires an `entity` field.
amount: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, spawn_player)
.add_systems(Update, deal_damage)
.add_observer(on_damage)
.run();
}
fn spawn_player(mut commands: Commands) {
commands.spawn(Player);
}
fn deal_damage(mut commands: Commands, query: Query<Entity, With<Player>>) {
for entity in &query {
commands.trigger(Damage { entity, amount: 10.0 });
}
}
// Observer parameter is `On<E>`, not `Trigger<E>` (renamed in 0.17, PR #19596).
fn on_damage(damage: On<Damage>, mut query: Query<&mut Health>) {
let event = damage.event();
if let Ok(mut hp) = query.get_mut(event.entity) {
hp.0 -= event.amount;
}
}
Bevy 0.19 gotchas
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 · 100 lines · 73 tokens per session scan A ca5e2fd94179
bevy-ecs-components is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 18d ago), licensed MIT. It adds 73 tokens to every session and 1,128 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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.