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-physicsgit 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-physics)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-physics"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-physics/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-physics"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-physics.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 | $0.00059 | $0.01654 |
| Opus 5 | $0.00030 | $0.00827 |
| Sonnet 5 | $0.00012 | $0.00331 |
| Haiku 4.5 | $0.00006 | $0.00165 |
Grade A, and why
bevy-physics 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 9d 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 — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — physics with Rapier
When to use this skill
- Add 2D/3D rigid bodies, colliders, sensors, joints, or character movement.
- Decide between
bevy_rapierand an alternative such as Avian. - Place input/gameplay systems around a physics step without transform jitter.
- Read collision messages or perform ray, shape, point, and overlap queries.
- Configure headless physics, interpolation, CCD, collision groups, or tests.
Bevy core does not include a physics engine. For Bevy 0.19, use
bevy_rapier2d/bevy_rapier3d 0.36 for the mature Rapier integration. Consider
avian2d/avian3d 0.7 when its ECS-native architecture or modular solver is the
specific reason to choose it. Do not install both engines on the same simulated
entities.
Canonical fixed-step Rapier 3D pattern
[dependencies]
bevy = "0.19"
bevy_rapier3d = "0.36"
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
const PHYSICS_HZ: f64 = 60.0;
const PHYSICS_DT: f32 = 1.0 / PHYSICS_HZ as f32;
#[derive(Component)]
struct Player;
#[derive(SystemSet, Debug, Clone, Copy, PartialEq, Eq, Hash)]
enum GamePhysics {
Drive,
React,
}
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.insert_resource(Time::<Fixed>::from_hz(PHYSICS_HZ))
.insert_resource(TimestepMode::Fixed {
dt: PHYSICS_DT,
substeps: 1,
})
.add_plugins((
RapierPhysicsPlugin::<NoUserData>::default().in_fixed_schedule(),
RapierDebugRenderPlugin::default(),
))
.configure_sets(
FixedUpdate,
(
GamePhysics::Drive.before(PhysicsSet::SyncBackend),
GamePhysics::React.after(PhysicsSet::Writeback),
),
)
.add_systems(Startup, setup)
.add_systems(FixedUpdate, drive_player.in_set(GamePhysics::Drive))
.add_systems(FixedUpdate, react_to_collisions.in_set(GamePhysics::React));
app.run();
}
fn setup(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(8.0, 6.0, 12.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// A collider without RigidBody is fixed. Cuboid arguments are half-extents.
commands.spawn((
Name::new("Ground"),
Collider::cuboid(8.0, 0.25, 8.0),
Transform::from_xyz(0.0, -0.25, 0.0),
));
commands.spawn((
Name::new("Player"),
Player,
RigidBody::Dynamic,
Collider::ball(0.5),
Velocity::linear(Vec3::new(1.5, 0.0, 0.0)),
ActiveEvents::COLLISION_EVENTS,
Transform::from_xyz(0.0, 4.0, 0.0),
));
}
fn drive_player(mut bodies: Query<&mut Velocity, With<Player>>) {
for mut velocity in &mut bodies {
velocity.linear.x = 1.5;
}
}
fn react_to_collisions(mut events: MessageReader<CollisionEvent>) {
for event in events.read() {
if let CollisionEvent::Started(a, b, _) = event {
let _pair = (*a, *b);
}
}
}
What ships with it
5 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.
- 9d ago First seen · 159 lines · 59 tokens per session scan A 740ccc60d8c6
bevy-physics is a skill published in the GitHub repository chrisgliddon/bevy-skills (11 stars, last pushed 15d ago), licensed MIT. It adds 59 tokens to every session and 1,654 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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