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 agentmods add skills/laurigates/claude-plugins/bevy-ecs-patternsnpx skills add laurigates/claude-plugins --skill bevy-ecs-patternsgit clone --depth 1 https://github.com/laurigates/claude-pluginsWrote 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/laurigates/claude-plugins/bevy-ecs-patterns)<a href="https://agentmods.dev/skills/laurigates/claude-plugins/bevy-ecs-patterns"><img src="https://agentmods.dev/badge/skills/laurigates/claude-plugins/bevy-ecs-patterns.svg" alt="Measured on agentmods" height="20"></a>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 | $0.00037 | $0.01212 |
| Opus 5 | $0.00018 | $0.00606 |
| Sonnet 5 | $0.00007 | $0.00242 |
| Haiku 4.5 | $0.00004 | $0.00121 |
Grade A, and why
bevy-ecs-patterns 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 yesterday.
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 — 174 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy ECS Patterns
Advanced patterns and techniques for Bevy's Entity Component System, focusing on performance, maintainability, and complex game architectures.
When to Use This Skill
| Use this skill when... | Use bevy-game-engine instead when... |
|---|---|
| Optimizing ECS query performance | Setting up a new Bevy project from scratch |
| Implementing complex entity relationships or hierarchies | Learning basic ECS concepts (components, systems, resources) |
| Designing system scheduling and ordering | Handling input, assets, or game states |
Using change detection (Changed<T>, Added<T>) |
Writing basic game logic or app structure |
Working with ParamSet, parallel iteration, or batch operations |
Configuring rendering, UI, or audio |
| Debugging archetype fragmentation or storage strategies | Adding plugins or common Bevy dependencies |
Core Expertise
Advanced Queries
- Complex query filters and combinations
- Query state and caching
- Entity relationships and hierarchies
- Parallel iteration strategies
System Scheduling
- System ordering and dependencies
- Run conditions and gating
- System sets and scheduling
- Fixed timestep systems
Change Detection
Changed<T>andAdded<T>filtersRef<T>for change tracking- Efficient reactive systems
Advanced Query Patterns
Query Filters
use bevy::prelude::*;
// Multiple filters
fn targeting_system(
query: Query<
(&Transform, &mut Target),
(With<Enemy>, Without<Dead>, Changed<Health>)
>,
) {
for (transform, mut target) in &query {
// Only enemies that are alive and recently damaged
}
}
// Optional components
fn flexible_system(
query: Query<(&Transform, Option<&Velocity>, Option<&Acceleration>)>,
) {
for (transform, velocity, acceleration) in &query {
if let Some(vel) = velocity {
// Has velocity
}
}
}
// Or filters
fn pickup_system(
query: Query<Entity, Or<(With<HealthPickup>, With<AmmoPickup>)>>,
) {
for entity in &query {
// Process any pickup type
}
}
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.
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.
- yesterday Changed · -286 lines 8e98a36ef703
- 5d ago First seen · 460 lines · 37 tokens per session scan A 18eb16e5ef4c
bevy-ecs-patterns is a skill published in the GitHub repository laurigates/claude-plugins (58 stars, last pushed today), licensed MIT. It adds 37 tokens to every session and 1,212 once invoked, about $0.0002 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.
Other skills, from other repositories
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bevy
Use when starting any Bevy task, choosing between Update and FixedUpdate, picking Cargo feature flags, or recalling which sibling skill covers ECS, assets, rendering, or migration. Routes to the right Bevy 0.19 skill and pins the engine version for downstream snippets.
bevy
Build, test, debug, and optimize Rust games and tools using the Bevy engine, ECS scheduling, assets, rendering, and platform features. Use when Cargo.toml selects Bevy.
bevy-migration-0-18-to-0-19
Use when upgrading from Bevy 0.18 to Bevy 0.19, fixing resource/query conflicts, replacing SceneRoot with WorldAssetRoot, migrating text to FontSource and FontSize, converting render-graph nodes to render systems, replacing lifecycle Replace with Discard, or updating asset load builders, lights, input focus, and Cargo…
use-sparse-set
For sparse data: infinite grids, large spaces with few active elements, membership testing, set operations on coordinates or states.
rust-bevy-standards
Write idiomatic Rust code for applications that use Bevy Engine. Augments rust-standards skill, does not replace it. Use when writing Rust code for a Bevy application.