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-systemsgit 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-systems)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-ecs-systems"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-ecs-systems/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-systems"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-ecs-systems.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 | $0.00083 | $0.01655 |
| Opus 5 | $0.00042 | $0.00827 |
| Sonnet 5 | $0.00017 | $0.00331 |
| Haiku 4.5 | $0.00008 | $0.00166 |
Grade A, and why
bevy-ecs-systems 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 — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — ECS Systems (params, sets, run conditions)
When to use this skill
- Bundling related state into a single system parameter via
#[derive(SystemParam)]. - Grouping systems into a
SystemSetso callers can order against the whole group. - Gating systems with run conditions (
run_if,on_message,in_state,resource_exists,any_with_component). - Hooking into state transitions with
OnEnter(S)/OnExit(S)/OnTransition { from, to }. - Hot-removing systems at runtime (e.g. tearing down a debug overlay) with
remove_systems_in_set. - Hitting
ScheduleBuildErrorambiguity panics — the executor no longer guesses.
Canonical pattern
use bevy::ecs::system::SystemParam;
use bevy::prelude::*;
#[derive(SystemSet, Hash, PartialEq, Eq, Clone, Debug)]
enum GameLoop { Input, Simulate, Render }
#[derive(States, Default, Hash, PartialEq, Eq, Clone, Debug)]
enum AppState { #[default] Loading, Playing }
#[derive(Resource, Default)]
struct Score(u32);
#[derive(Message)]
struct GoalScored { team: u8 }
// Composite param: pass one argument, get four.
// 'w = world borrow; 's = system-local state borrow.
#[derive(SystemParam)]
struct GameCtx<'w, 's> {
time: Res<'w, Time>,
score: ResMut<'w, Score>,
goals: MessageReader<'w, 's, GoalScored>,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Score>()
.add_message::<GoalScored>()
.init_state::<AppState>()
.configure_sets(Update, (GameLoop::Input, GameLoop::Simulate, GameLoop::Render).chain())
// State schedule: fires once when entering Playing.
.add_systems(OnEnter(AppState::Playing), spawn_level)
// State schedule: fires once when leaving Playing.
.add_systems(OnExit(AppState::Playing), despawn_level)
.add_systems(Update, read_input.in_set(GameLoop::Input))
.add_systems(
Update,
tally_goals
.in_set(GameLoop::Simulate)
.run_if(on_message::<GoalScored>),
)
.add_systems(Update, draw_hud.in_set(GameLoop::Render))
.run();
}
#[derive(Component)]
struct LevelEntity;
fn spawn_level(mut commands: Commands) {
commands.spawn((LevelEntity, Name::new("level")));
}
fn despawn_level(mut commands: Commands, query: Query<Entity, With<LevelEntity>>) {
for e in &query { commands.entity(e).despawn(); }
}
fn read_input(mut writer: MessageWriter<GoalScored>) {
writer.write(GoalScored { team: 0 });
}
fn tally_goals(mut ctx: GameCtx) {
let _ = ctx.time.delta_secs();
for goal in ctx.goals.read() {
ctx.score.0 += 1;
info!("team {} scored, total {}", goal.team, ctx.score.0);
}
}
fn draw_hud(score: Res<Score>) { let _ = score.0; }
What ships with it
6 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 142 lines · 83 tokens per session scan A 5ed5bc9242f5
bevy-ecs-systems is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 17d ago), licensed MIT. It adds 83 tokens to every session and 1,655 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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