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-renderinggit 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-rendering)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-rendering"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-rendering/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-rendering"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-rendering.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 | $0.00078 | $0.01502 |
| Opus 5 | $0.00039 | $0.00751 |
| Sonnet 5 | $0.00016 | $0.00300 |
| Haiku 4.5 | $0.00008 | $0.00150 |
Grade A, and why
bevy-rendering 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 — 160 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — rendering choices
Start with Bevy's built-in wgpu renderer unless a measured constraint requires a custom path. Renderer replacement changes asset preparation, visibility, cameras, materials, platform integration, and debugging—not just one plugin.
First classify the need
| Need | Path |
|---|---|
| Ordinary 2D/3D game, editor, or visualization | Built-in 2d / 3d profile |
| Custom shaders or a special pass | Extend built-in rendering |
| Many dynamic lights on desktop-class GPUs | Consider deferred opaque rendering |
| Server simulation with no pixels | Headless MinimalPlugins profile |
| Existing proprietary/embedded renderer | 2d_api / 3d_api plus an explicit bridge |
| Physics, collision, character motion | bevy-physics; this does not select a renderer |
Do not replace the renderer because a physics crate is present.
bevy_rapier3d computes rigid-body simulation and queries. Its optional debug drawing
uses Bevy rendering, but Rapier is not a renderer.
Built-in renderer
[dependencies]
bevy = { version = "0.19", default-features = false, features = ["3d", "ui"] }
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.7, 0.9))),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 2.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn(DirectionalLight::default());
}
3d is a complete profile. 3d_bevy_render is the lower-level collection that
selects Bevy's renderer; 3d_api supplies world-side 3D types without a renderer.
Profiles only trim dependencies when default-features = false.
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 · 160 lines · 78 tokens per session scan A 7aa43959b0b1
bevy-rendering is a skill published in the GitHub repository chrisgliddon/bevy-skills (11 stars, last pushed 14d ago), licensed MIT. It adds 78 tokens to every session and 1,502 once invoked, about $0.0004 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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.