bevy-save-load

bevy-save-load is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 64 tokens per session (1,355 once invoked), scanned A, original, MIT.

A guide to saving and loading Bevy 0.19 game data so it remains usable after changes to the game code or content.

In plain words
What is it for?
Use it to design versioned save formats, stable object IDs, migrations, checksums, atomic writes, full snapshots, smaller change files, and asynchronous storage for desktop or browser games.
Why use it?
It avoids fragile save files tied to Bevy's live entity layout or internal data order. It also covers recovery when saves are large, interrupted, or used in both native and browser builds.

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 design versioned save formats, stable object IDs, migrations, checksums, atomic writes, full snapshots, smaller change files, and asynchronous storage for desktop or browser games.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-save-load"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-save-load.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,355 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 $0.00064 $0.01355
Opus 5 $0.00032 $0.00678
Sonnet 5 $0.00013 $0.00271
Haiku 4.5 $0.00006 $0.00136

Measured 10d ago against content hash 1807dc8072d9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

bevy-save-load 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-save-load/SKILL.md · 146 lines

How it starts

The opening of the file, as written. The whole thing — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy 0.19 — save and load

When to use this skill

  • Gameplay state must remain loadable across ECS/content/code refactors.
  • Large worlds need base snapshots, sparse deltas, compaction, and recovery.
  • Native and browser builds need one asynchronous save-service contract.
  • Reflected world serialization is being considered as a durable save format.

A save file is a long-lived product API. Serialize an explicit, versioned data model and convert it to/from the live ECS. Runtime Entity values, dense palette indices, query order, Rust enum discriminants, and reflected component layout are not stable persistence identities.

Canonical pattern

use serde::{Deserialize, Serialize};

#[derive(Clone, Debug, Deserialize, Eq, Hash, PartialEq, Serialize)]
#[serde(transparent)]
struct SaveId(String);

#[derive(Debug, Deserialize, Serialize)]
struct SaveV3 {
    world_seed: u64,
    player: SaveId,
    actors: Vec<ActorV3>,
}

#[derive(Debug, Deserialize, Serialize)]
struct ActorV3 {
    id: SaveId,
    archetype: String,
    position: [f32; 3],
}
live Bevy World
  -> validate/capture one logical revision
  -> current Save DTO with stable IDs
  -> encode + checksum envelope
  -> platform storage transaction

platform bytes
  -> size/magic/checksum validation
  -> decode declared old DTO
  -> migrate one version at a time
  -> validate current DTO
  -> allocate entities, then resolve stable-ID references
  -> rebuild derived/runtime-only state

Never partially mutate the active world while bytes are still being decoded or migrated. Load into staging, validate, then commit or replace the gameplay world.

Version the envelope and payload

Wrap encoded payload bytes with magic, format version, schema/content version, payload length, codec/compression identifiers, and checksum. A checksum detects accidental corruption; it does not prevent malicious tampering. Use authentication or a signature when trust is part of the requirement.

Keep migrations as explicit V1 -> V2 -> V3 pure functions. Test golden fixtures from every supported version, including corrupt, truncated, duplicated-ID, unknown-ID, and future-version files. Never deserialize an old version directly into today's struct and hope Serde defaults reproduce old semantics.

Read the full file on GitHub · 146 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 · 146 lines · 64 tokens per session scan A 1807dc8072d9

Subscribe to this mod's changes

bevy-save-load is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 15d ago), licensed MIT. It adds 64 tokens to every session and 1,355 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.