bevy-porting

bevy-porting is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 90 tokens per session (2,620 once invoked), scanned A, original, MIT.

A Bevy 0.19 porting guide for moving a game from engines such as Unity, Unreal, Godot, Phaser, Roblox, or GameMaker. It maps concepts from those engines to Bevy's Rust and entity-based design.

In plain words
What is it for?
Use it to assess a port, map engine concepts, inventory or extract project assets without the original engine installed, and replace engine-specific build pipelines with Cargo configuration.
Why use it?
It helps identify equivalent systems, missing features, asset and scene information to extract, and build settings that must be replaced during a port.

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 assess a port, map engine concepts, inventory or extract project assets without the original engine installed, and replace engine-specific build pipelines with Cargo configuration.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-porting"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-porting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 90 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,620 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.
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 $0.00090 $0.02620
Opus 5 $0.00045 $0.01310
Sonnet 5 $0.00018 $0.00524
Haiku 4.5 $0.00009 $0.00262

Measured 10d ago against content hash fd95cb7bb0a2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

bevy-porting 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.

The scan reads SKILL.md. This mod also ships 9 executable files (scripts/flash/swf_assets.py, scripts/gamemaker/gms2_inventory.py, scripts/godot/tscn_inventory.py, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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-porting/SKILL.md · 112 lines

How it starts

The opening of the file, as written. The whole thing — 112 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy 0.19 — Porting from other engines

When to use this skill

  • Starting a port of an existing game from Unity, Unreal, Godot, Cocos, vanilla JavaScript / Phaser, Flash/SWF, Defold, Roblox, or GameMaker into Bevy 0.19.
  • Evaluating feasibility — does my engine's feature X have a Bevy 0.19 equivalent?
  • Deciding which subsystem to port first (we recommend: rendering + a single playable slice).
  • Extracting asset and scene data from the source engine's project tree without needing the source engine installed — see the scripts/ policy below.
  • Replacing engine-specific build pipelines (Unity Build Settings, Unreal Build Configuration, etc.) with cargo + Cargo.toml features.

Engine coverage

Engine Coverage Scripts
Unity Deep (8 subsystem refs) — see § Unity below 4 Python extractors in scripts/unity/
Unreal Engine 5 references/unreal.md — Actor/Component → ECS, UMG → bevy_ui, Niagara/animation gaps scripts/unreal/ue5_python_export.py (drops into UE5 editor)
Godot 4 references/godot.md — node-tree → ECS, .tscn text format, GDScript → Rust scripts/godot/tscn_inventory.py (stdlib, no Godot needed)
Cocos Creator 3 references/cocos.md — TypeScript node-tree → ECS, JSON .scene/.prefab inline Python recipe in the reference
Vanilla JavaScript / Canvas / HTML5 references/javascript.md — class+rAF loops → ECS systems, Canvas 2D → Sprite — (port is a rewrite, not extraction)
Phaser 3 references/phaser.md — Scene/preload/update → systems, Arcade physics, tweens
Flash / SWF references/flash-swf.mdffdec-based extraction, AS3 → Rust rewrite scripts/flash/swf_assets.py (requires ffdec on PATH)
Defold references/defold.md — message-passing → Bevy Messages, Lua → Rust, 2D-first inline Python recipe in the reference
Roblox references/roblox.md — Instance tree → ECS, asset-ID extraction, Luau → Rust scripts/roblox/rbxlx_inventory.py (XML .rbxlx only)
GameMaker Studio 2 references/gamemaker.md — Object events → systems, JSON project files scripts/gamemaker/gms2_inventory.py (stdlib, walks .yyp)

Read the full file on GitHub · 112 lines

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 · 112 lines · 90 tokens per session scan A fd95cb7bb0a2

Subscribe to this mod's changes

bevy-porting is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 15d ago), licensed MIT. It adds 90 tokens to every session and 2,620 once invoked, about $0.0005 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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