bevy-fluent

bevy-fluent is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 110 tokens per session (1,554 once invoked), scanned A, original, MIT.

A guide for adding multiple-language text to a Bevy 0.19 game app using Fluent, a system for storing and translating messages. It covers typed messages, UI text updates, and changing the language while the app runs.

In plain words
What is it for?
Use it to configure translation files, define translated UI messages, refresh text after a locale switch, and read the selected language.
Why use it?
It removes the need to manually find and replace every visible string when the language changes. It also provides the required project structure and setup details.

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 configure translation files, define translated UI messages, refresh text after a locale switch, and read the selected language.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-fluent/github.svg)](https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-fluent)
Your own site
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-fluent"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-fluent/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-fluent

Your own site · 80×15
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-fluent"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-fluent.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 110 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,554 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 $0.00110 $0.01554
Opus 5 $0.00055 $0.00777
Sonnet 5 $0.00022 $0.00311
Haiku 4.5 $0.00011 $0.00155

Measured 11d ago against content hash 842d3c4713a8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

bevy-fluent 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-fluent/SKILL.md · 146 lines

How it starts

The opening of the file, as written. The whole thing — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy 0.19 — Localization (es-fluent)

When to use this skill

  • Adding Fluent-based i18n to a Bevy app (es-fluent-manager-bevy = "0.19.2").
  • Defining typed UI messages with #[derive(EsFluent)] and #[derive(BevyFluentText)].
  • Wrapping a UI text entity with FluentText<T> for automatic locale-driven refresh.
  • Switching locales at runtime via LocaleChangeEvent.
  • Reading the current locale from RequestedLanguageId.

Canonical pattern — 5-file minimum shape

Cargo.toml:

[dependencies]
bevy                   = "0.19"
es-fluent              = { version = "0.18.1", features = ["derive"] }
es-fluent-manager-bevy = { version = "0.19.2", features = ["macros"] }
unic-langid            = "0.9"

i18n.toml (crate root, read at compile time):

fallback_language = "en"
assets_dir = "assets/locales"

src/i18n.rs:

es_fluent_manager_bevy::define_i18n_module!();

src/lib.rsmessage types must live here (see Gotchas):

use bevy::prelude::*;
use es_fluent::EsFluent;
use es_fluent_manager_bevy::{
    BevyFluentText, FluentText, I18nPlugin, LocaleChangeEvent, RequestedLanguageId,
};
use unic_langid::langid;

pub mod i18n;

#[derive(BevyFluentText, Clone, EsFluent)]
#[fluent(namespace = "ui")]
pub enum UiMessage { StartGame, Settings, QuitGame }

pub fn build_i18n_plugin() -> I18nPlugin {
    I18nPlugin::with_language(langid!("en"))
}

pub fn setup_ui(mut commands: Commands) {
    commands.spawn(Camera2d);
    // FluentText<T> writes translations into a sibling Text component.
    commands.spawn((FluentText::new(UiMessage::StartGame), Text::new("")));
}

pub fn switch_locale_on_keypress(
    keys: Res<ButtonInput<KeyCode>>,
    requested: Res<RequestedLanguageId>,
    mut locale_events: MessageWriter<LocaleChangeEvent>,
) {
    if keys.just_pressed(KeyCode::KeyL) {
        let next = if requested.0.to_string() == "en" { langid!("fr") } else { langid!("en") };
        locale_events.write(LocaleChangeEvent(next));
    }
}

Read the full file on GitHub · 146 lines

Files

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.

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 · 146 lines · 110 tokens per session scan A 842d3c4713a8

Subscribe to this mod's changes

bevy-fluent is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 16d ago), licensed MIT. It adds 110 tokens to every session and 1,554 once invoked, about $0.0006 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.

Related

Other skills, from other repositories

maintaining-modding-environments

Use after first-run for ongoing modpack maintenance: update/install KB packs, author or register custom/mod KB packs, maintain localization glossary KBs for translator use, prune KB cache, health-check the environment, version-pin KB/tooling, or handle recurring BGS modding environment care.

hashgraph-online/awesome-codex-plugins · 65 tokens

using-bgs-translator

A translation workflow for Bethesda Game Studios plugins, which are game modification files such as .esp, .esm, and .esl. It prepares the plugin text for AI translation and exports files that xTranslator can use.

hashgraph-online/awesome-codex-plugins · 94 tokens

dialogue-systems

Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink…

gamedev-skills/awesome-gamedev-agent-skills · 75 tokens

localize

Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.

Donchitos/Claude-Code-Game-Studios · 50 tokens

localization

Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+.

jame581/GodotPrompter · 42 tokens

game-design-book-translator

A specialist translator and editor for English books and other long materials about game design, game development, user experience, and design theory. It also handles related diagrams, captions, tables, OCR text, and terminology.

DY-2026/GameDesignOS · 81 tokens