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Updated 1w ago

by chrisgliddon

bevy-skills

Unofficial open source AI skills for Bevy, inspired by PixiJS Skills. These skills teach AI coding agents how to correctly use Bevy.

  • Active — Updated in the last 14 days

21 GitHub stars (21)

+5 in 17 days

Stars gained per day · daily snapshots since Sep 30
Stars gained per day, Sep 30 to Oct 17: +5 in total; the busiest day was Oct 17 with +2 stars.Oct 1: 0 starsOct 2: 0 starsOct 3: 0 starsOct 4: 0 starsOct 5: 0 starsOct 6: 0 starsOct 7: 0 starsOct 8: +1 starsOct 9: 0 starsOct 10: +1 starsOct 11: 0 starsOct 12: 0 starsOct 13: 0 starsOct 14: 0 starsOct 15: +1 starsOct 16: 0 starsOct 17: +2 stars
Stars gained between daily snapshots
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Oct 8+1
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Oct 17+2
  • 30 skills (30 skills found in its SKILL.md files)
  • 5 forks (5 forks)
  • 1w ago last update (Last updated 1w ago)

Install

Skills CLI

npx skills add chrisgliddon/bevy-skills

Asks which skills and agents to install. Just one: npx skills add chrisgliddon/bevy-skills --skill bevy-a11y — add -g for every project.

Claude Code

git clone https://github.com/chrisgliddon/bevy-skillscp -r "bevy-skills/skills/bevy-a11y" ~/.claude/skills/

Copies the bevy-a11y skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.

Plugin

/plugin marketplace add chrisgliddon/bevy-skills

Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.

Skills can run code on your machine — read the SKILL.md first.

What it does

In the author's own words, from each skill's SKILL.md — showing the first 30 of 31 files.

  • bevy-a11y

    Use when designing or auditing high-standard video-game accessibility in Bevy 0.19, integrating screen readers and focus navigation, supporting adaptive controllers and complete remapping, implementing captions or audio description, checking contrast and motion safety, or building disabled-player test evidence.

    skills/bevy-a11y/SKILL.md on GitHub (opens in a new tab)
  • bevy-animation

    Use when wiring `AnimationPlayer` + `AnimationGraphHandle`, building an `AnimationGraph` from glTF clips, blending state-driven animations with `AnimationTransitions::play`, isolating body parts with `AnimationMask`, firing gameplay sync via `#[derive(AnimationEvent)]` + `On<E>` observers, tweening with `AnimatableCurve` / `EaseFunction` / `CubicSegment::new_bezier_easing`, or applying the 12 Bas…

    skills/bevy-animation/SKILL.md on GitHub (opens in a new tab)
  • bevy-assets

    Use when loading with `AssetServer`, holding `Handle<T>`, spawning Bevy 0.19 glTF `WorldAsset` scenes, reading `Assets<T>`, enabling hot reload, configuring `AssetServer::load_builder`, resolving `AssetPath`, or implementing a `Reader::seekable` backend.

    skills/bevy-assets/SKILL.md on GitHub (opens in a new tab)
  • bevy-audio

    Use when implementing audio in Bevy 0.19 with `AudioPlayer`, `PlaybackSettings`, `AudioSink` or `SpatialAudioSink`, spatial listeners, application mix groups, ambience/music transitions, asset lifetime, browser gesture restrictions, or choosing built-in audio versus `bevy_seedling 0.8`.

    skills/bevy-audio/SKILL.md on GitHub (opens in a new tab)
  • bevy-cameras

    Use when spawning Bevy 0.19 `Camera3d` or `Camera2d`, choosing a `Projection`, rendering to an image with a `RenderTarget` component, wiring `FreeCamera`/`PanCamera`, building an obstruction-aware third-person orbit camera, ordering views, or setting per-camera `AmbientLight`.

    skills/bevy-cameras/SKILL.md on GitHub (opens in a new tab)
  • bevy-capture

    Use when adding `CapturePlugin`, attaching `CaptureBundle` and `RenderTarget::target_headless` to a camera, starting or stopping `Capture`, choosing `Mp4Openh264Encoder`/`Mp4FfmpegCliPipeEncoder`/`FramesEncoder`, or diagnosing empty off-screen recordings in Bevy 0.19.

    skills/bevy-capture/SKILL.md on GitHub (opens in a new tab)
  • bevy-cargo-features

    Use when selecting Bevy 0.19 Cargo features such as `2d`/`3d`/`ui`/`audio`, composing `3d_bevy_render` or API-only `3d_api`, building headless with `default_app`, enabling `bevy_gilrs`, or debugging missing UI/audio/input after `default-features = false`.

    skills/bevy-cargo-features/SKILL.md on GitHub (opens in a new tab)
  • bevy-core-concepts

    Use when wiring up an `App`, writing a `Plugin`, choosing between `Update` and `FixedUpdate`, ordering `Startup`/`PreUpdate`/`PostUpdate`, or writing an exclusive system (`fn(&mut World)`) in Bevy 0.19. Covers the schedule graph, run order, and the `SimpleExecutor` removal.

    skills/bevy-core-concepts/SKILL.md on GitHub (opens in a new tab)
  • bevy-custom-assets

    Use when implementing `AssetLoader`, depending on assets through `LoadContext::load_builder().with_settings(..).load(..)`, deriving `TypePath` on a loader, reading with `Reader::read_to_end`, or implementing the required `Reader::seekable` method in Bevy 0.19.

    skills/bevy-custom-assets/SKILL.md on GitHub (opens in a new tab)
  • bevy-diagnostics-profiling

    Use when profiling Bevy 0.19 with `DiagnosticPath`, `DiagnosticsStore`, `info_span!`, or `RenderDiagnosticsPlugin`: custom metrics, CPU/GPU pass timings, queue/task/upload telemetry, stale-result counts, and native, Steam Deck, or WebGPU budgets.

    skills/bevy-diagnostics-profiling/SKILL.md on GitHub (opens in a new tab)
  • bevy-ecs-components

    Use when defining `#[derive(Component)]`, declaring required components with `#[require(...)]`, writing observers with `On<E>`, choosing Table versus SparseSet storage, registering `on_add`/`on_discard`/`on_remove` hooks, or migrating `Replace` lifecycle events in Bevy 0.19.

    skills/bevy-ecs-components/SKILL.md on GitHub (opens in a new tab)
  • bevy-ecs-queries

    Use when writing `Query<D, F>` with `With`/`Without`/`Or`, detecting `Changed<T>`/`Added<T>`, parallelising with `par_iter_mut`, building a query lens, or fixing Bevy 0.19 generic-query errors involving `IterQueryData` or `SingleEntityQueryData`.

    skills/bevy-ecs-queries/SKILL.md on GitHub (opens in a new tab)
  • bevy-ecs-systems

    Use when deriving `SystemParam`, grouping with `SystemSet`, gating execution with `.run_if(on_message::<M>())`/`in_state(...)`/`resource_exists::<R>`, ordering with `.before`/`.after`/`.chain()`, removing systems with `remove_systems_in_set`, or adapting resource bounds in Bevy 0.19.

    skills/bevy-ecs-systems/SKILL.md on GitHub (opens in a new tab)
  • bevy-fluent

    Use when adding localization to a Bevy 0.19 app with `es-fluent-manager-bevy`, defining typed messages with `#[derive(EsFluent)]`, wrapping UI text in `FluentText<T>`, auto-registering locale updates with `#[derive(BevyFluentText)]`, or reacting to locale switches via `LocaleChangeEvent`. Covers `I18nPlugin`, `RequestedLanguageId`, `i18n.toml` config, and hot-reload of `.ftl` assets.

    skills/bevy-fluent/SKILL.md on GitHub (opens in a new tab)
  • bevy-input-actions

    Use when building Bevy 0.19 input with `InputSystems`, entity-based `Gamepad`/`GamepadSettings`, `AccumulatedMouseMotion`, or `CursorOptions`: rebindable actions, hot-plugging, deadzones, Steam Deck, accessibility controllers, and correct transfer into `FixedUpdate`.

    skills/bevy-input-actions/SKILL.md on GitHub (opens in a new tab)
  • bevy-migration-0-17-to-0-18

    Use when upgrading from Bevy 0.17 to Bevy 0.18, when an LLM writes `EventReader`/`EventWriter`/`Trigger<E>` instead of `MessageReader`/`MessageWriter`/`On<E>`, when `mesh.insert_attribute` fails to compile, when `AmbientLight` no longer works as a resource, or when `Camera { target: ... }` errors on the `target` field. Index of every breaking 0.17→0.18 change.

    skills/bevy-migration-0-17-to-0-18/SKILL.md on GitHub (opens in a new tab)
  • 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 features.

    skills/bevy-migration-0-18-to-0-19/SKILL.md on GitHub (opens in a new tab)
  • bevy-pbr-materials

    Use when spawning `Mesh3d` with `StandardMaterial`, writing a Bevy 0.19 custom `Material` with `AsBindGroup`, enabling `shadow_maps_enabled` or contact shadows, configuring atmosphere entities, loading glTF `/std` material sub-assets, or selecting forward versus deferred PBR.

    skills/bevy-pbr-materials/SKILL.md on GitHub (opens in a new tab)
  • bevy-physics

    Use when adding `RapierPhysicsPlugin`, spawning `RigidBody`/`Collider`, reading `CollisionEvent`, querying with `ReadRapierContext`, configuring `KinematicCharacterController`, or ordering gameplay around `PhysicsSet` in Bevy 0.19.

    skills/bevy-physics/SKILL.md on GitHub (opens in a new tab)
  • bevy-porting

    Use when porting a game project to Bevy 0.19 from another engine — Unity (Prefab, MonoBehaviour, Animator, UGUI), Unreal, Godot, Cocos, vanilla JavaScript / Phaser, Flash/SWF, Defold, Roblox, or GameMaker — and need a mapping of each engine's primitives to Bevy equivalents, plus inventory/extraction scripts to pull assets out of the source project.

    skills/bevy-porting/SKILL.md on GitHub (opens in a new tab)
  • bevy-rendering

    Use when choosing Bevy 0.19's built-in renderer versus an API-only, headless, or external renderer; selecting forward or deferred PBR; migrating `RenderGraph` nodes to render systems; configuring 2D/3D render Cargo features; or deciding how physics crates such as `bevy_rapier3d` relate to rendering.

    skills/bevy-rendering/SKILL.md on GitHub (opens in a new tab)
  • bevy-save-load

    Use when designing Bevy 0.19 persistence with `DynamicWorldBuilder`, `IoTaskPool`, or `SettingsPlugin`: stable IDs, versioned save DTOs/migrations, checksums and atomic writes, snapshots plus sparse deltas, native/browser storage, and safe ECS serialization boundaries.

    skills/bevy-save-load/SKILL.md on GitHub (opens in a new tab)
  • bevy-testing

    Use when testing Bevy 0.19 with `App::update`, `TimeUpdateStrategy`, `FixedUpdate`, `MessageCursor`, or `On<E>`: deterministic stepping, async-task draining without sleeps, headless worlds, and capture-based visual regression.

    skills/bevy-testing/SKILL.md on GitHub (opens in a new tab)
  • bevy-ui

    Use when building Bevy 0.19 UI with `Node`, `Button`, `children![]`, `TextFont`/`FontSource`/`FontSize`, `InputFocus`, `AccessibleLabel`, `BackgroundColor`, `BorderColor`, or `BorderRadius`, or when `Changed<Interaction>` behaves unexpectedly.

    skills/bevy-ui/SKILL.md on GitHub (opens in a new tab)
  • bevy-vfx

    Use when adding GPU particles with `bevy_hanabi 0.19`, rendering Gaussian splats with `bevy_gaussian_splatting 8`, choosing sprite-sheet or vector-shape effects, writing custom WGSL materials, or profiling VFX on native and web targets in Bevy 0.19.

    skills/bevy-vfx/SKILL.md on GitHub (opens in a new tab)
  • bevy-voxel-data

    Use when defining Bevy 0.19 voxel blocks with immutable serialized IDs in RON, mapping them to a dense runtime `BlockId` palette, choosing chunk storage with explicit world extents, baking a KTX2 atlas, or binding face tiles through `StandardMaterial`.

    skills/bevy-voxel-data/SKILL.md on GitHub (opens in a new tab)
  • bevy-voxel-pipeline

    Use when meshing voxel chunks with `block-mesh-rs` (`greedy_quads` / `visible_block_faces`), translating a `GreedyQuadsBuffer` into a Bevy 0.19 `Mesh` via `try_insert_attribute`, choosing greedy versus simple meshing, or implementing the worker-side meshing function consumed by a bounded voxel runtime.

    skills/bevy-voxel-pipeline/SKILL.md on GitHub (opens in a new tab)
  • bevy-voxel-runtime

    Use when turning voxel edits into production Bevy 0.19 remesh work with `AsyncComputeTaskPool`, `Mesh3d`, and Rapier `Collider`: dirty/halo fan-out, revision tokens, stale-result rejection, coalescing, priority, bounded uploads, or atomic swaps.

    skills/bevy-voxel-runtime/SKILL.md on GitHub (opens in a new tab)
  • bevy-wasm-webgpu

    Use when targeting Bevy 0.19 at `wasm32-unknown-unknown`, choosing the `webgl2` or `webgpu` feature, generating browser glue with `wasm-bindgen`, using a `wasm-release` profile, or debugging canvas startup and asset HTTP 404s.

    skills/bevy-wasm-webgpu/SKILL.md on GitHub (opens in a new tab)
  • 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.

    skills/bevy/SKILL.md on GitHub (opens in a new tab)

Review before you install

A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.