bevy-ecs

bevy-ecs is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 100 tokens per session (1,981 once invoked), scanned A, original, Apache-2.0.

A guide for building Bevy games in Rust with an Entity Component System (ECS), a way to organize game objects as data and actions. It covers apps, plugins, components, resources, systems, queries, scheduling, and time-based movement.

In plain words
What is it for?
Use it to create or debug Bevy apps, define game data, write systems that find and change entities, control system order, and make movement consistent across different frame rates.
Why use it?
It helps avoid common mistakes when connecting game logic, finding entities, ordering updates, or handling Rust borrow conflicts. It also keeps code matched to the Bevy version already used by the project.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the other-engines plugin — 10 skills shipped together , and of gamedev

Good fit Use it to create or debug Bevy apps, define game data, write systems that find and change entities, control system order, and make movement consistent across different frame rates.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/bevy-ecs
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 gamedev-skills/awesome-gamedev-agent-skills --skill bevy-ecs
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install other-engines, the plugin that ships this one along with the rest of its 10 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-ecs

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/bevy-ecs"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/bevy-ecs.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 100 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,981 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
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • 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 $0.00100 $0.01981
Opus 5 $0.00050 $0.00991
Sonnet 5 $0.00020 $0.00396
Haiku 4.5 $0.00010 $0.00198

Measured 13d ago against content hash 2dd313c81fb1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

bevy-ecs 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 13d 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/other-engines/bevy-ecs/SKILL.md · 204 lines

How it starts

The opening of the file, as written. The whole thing — 204 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy ECS

Structure a Bevy game in Rust around the Entity Component System: the App and plugins, components and resources, systems with queries, scheduling, and frame-rate-independent updates. New examples target Bevy 0.19. If the project already pins another release, keep that release and use its matching migration guide.

When to use

  • Use when wiring a Bevy App, defining Component/Resource types, writing systems that query entities, ordering/filtering systems, or fixing borrow-conflict panics and frame-dependent movement.
  • Use when Cargo.toml depends on bevy and code calls App::new(), add_systems, Query, or Commands.

When not to use: this is the ECS core. Deep rendering, custom shaders/ pipelines, UI layout, and audio are separate concerns. For engine-agnostic AI or procedural algorithms, pair with game-ai / procedural-gen.

Core workflow

  1. Detect and pin the version. Read Cargo.toml and Cargo.lock first. For a new project use bevy = "0.19"; never silently migrate an existing project across a Bevy minor release. Treat the matching docs and migration guides as truth.
  2. Build the App. App::new().add_plugins(DefaultPlugins) gives windowing, input, rendering, time, etc. Register systems into schedules: Startup (once) and Update (every frame).
  3. Model data as components, globals as resources. #[derive(Component)] for per-entity data; #[derive(Resource)] for one-of-a-kind data (score, settings, the Time clock). In 0.19 Resource extends Component, so do not derive both.
  4. Write systems as plain functions. Parameters declare data access: Query<...> for entities, Res<T>/ResMut<T> for resources, Commands for deferred spawn/despawn. Systems run in parallel when their accesses don't conflict.
  5. Drive motion by time.delta_secs() so speed is frame-rate independent.
  6. Order only what must be ordered with .chain() or explicit constraints; gate systems with run_if. Group related setup into Plugins. Build with cargo run and read the panics — Bevy reports conflicting queries at startup.

Read the full file on GitHub · 204 lines

Files

What ships with it

1 file 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. 13d ago First seen · 204 lines · 100 tokens per session scan A 2dd313c81fb1

Subscribe to this mod's changes

bevy-ecs is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 100 tokens to every session and 1,981 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 2026-08-30.

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