bevy-input-actions

bevy-input-actions is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 70 tokens per session (1,360 once invoked), scanned A, original, MIT.

A guide for handling keyboard, mouse, touch, and game-controller input in Bevy 0.19 through named actions such as Jump or Move. It separates physical devices from the actions that gameplay uses.

In plain words
What is it for?
Use it to create rebindable controls, support multiple or changing controllers, handle mouse focus and capture, and transfer per-frame input into fixed-step gameplay.
Why use it?
It avoids hard-coding gameplay to one keyboard layout, controller, or device entity. It also covers rebinding, newly connected controllers, accessibility hardware, and consistent fixed-time simulation.

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 create rebindable controls, support multiple or changing controllers, handle mouse focus and capture, and transfer per-frame input into fixed-step gameplay.

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

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

agentmods 80×15 button for bevy-input-actions

Your own site · 80×15
<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>
Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,360 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 $0.00070 $0.01360
Opus 5 $0.00035 $0.00680
Sonnet 5 $0.00014 $0.00272
Haiku 4.5 $0.00007 $0.00136

Measured 10d ago against content hash 841601dd8b55, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/bevy-input-actions/SKILL.md · 144 lines

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 FixedUpdate simulation.

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.

Read the full file on GitHub · 144 lines

Files

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.

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. 10d ago First seen · 144 lines · 70 tokens per session scan A 841601dd8b55

Subscribe to this mod's changes

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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