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-input-actionsgit 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-input-actions)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-input-actions"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-input-actions/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-input-actions"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-input-actions.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 | $0.00070 | $0.01360 |
| Opus 5 | $0.00035 | $0.00680 |
| Sonnet 5 | $0.00014 | $0.00272 |
| Haiku 4.5 | $0.00007 | $0.00136 |
Grade A, and why
bevy-input-actions 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 10d 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 — 144 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — input actions
When to use this skill
- Gameplay needs device-neutral, persisted, rebindable actions and prompts.
- Controllers can hot-plug/reorder or multiple players/devices share input.
- Mouse capture, focus loss, Steam Deck, or adaptive hardware needs one policy.
- Frame-scoped edges/motion must drive deterministic
FixedUpdatesimulation.
Gameplay consumes logical actions, never raw keys or a hard-coded controller entity. Translate Bevy's frame input into an action state once, then feed presentation and fixed simulation from that state.
Canonical pattern
Bevy updates raw input in PreUpdate inside InputSystems. Run the translator after
that set so ButtonInput, Gamepad, input messages, and accumulated mouse motion
represent the current frame:
use bevy::{input::InputSystems, prelude::*};
fn install_input(app: &mut App) {
app.init_resource::<ActionBuffer>().add_systems(
PreUpdate,
translate_physical_input.after(InputSystems),
);
}
#[derive(Resource, Default)]
struct ActionBuffer;
fn translate_physical_input(mut _actions: ResMut<ActionBuffer>) {}
keyboard / mouse / touch / Gamepad entities / Steam Input
|
v
physical bindings + device calibration
|
v
active action set/context + conflict policy
|
v
frame action state + ordered transition queue
| |
Update/UI consumers fixed-tick bridge
Use stable serialized action IDs such as gameplay.jump, menu.confirm, and
camera.look. Bindings, labels, prompts, save data, and analytics refer to those IDs;
Rust enum discriminants and catalog order are not persistence contracts.
For an edge whose precise per-device-stream order matters, translate the underlying
keyboard, mouse, or gamepad messages into an ordered queue. A single just_pressed
boolean cannot represent two transitions or their order. Held state and filtered axes
may be stored as the latest values.
What ships with it
3 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.
- 10d ago First seen · 144 lines · 70 tokens per session scan A 841601dd8b55
bevy-input-actions is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 15d ago), licensed MIT. It adds 70 tokens to every session and 1,360 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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