Physical Address
thedaviddias/Front-End-Checklist
A skill your agent uses when auditing local business websites, e-commerce sites, or any site where a physical presence affects trust or local search visibility.
Reference for Avian physics engine — rigid bodies, colliders, joints, spatial queries, collision events, character controllers, and debug rendering.
$ npx skills add nolantait/bevy-starter --skill avian -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nolantait/bevy-starter avian --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/avian .claude/skills/avian && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "avian" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/avian into .claude/skills/avian/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "avian", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/avianType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add nolantait/bevy-starter --skill avian -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nolantait/bevy-starter avian --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/avian .agents/skills/avian && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "avian" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/avian into .agents/skills/avian/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "avian", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nolantait/bevy-starter --skill avian -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nolantait/bevy-starter avian --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/avian .cursor/skills/avian && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "avian" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/avian into .cursor/skills/avian/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "avian", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/nolantait/bevy-starter.git --path .agents/skills/avian--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add nolantait/bevy-starter --skill avian -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nolantait/bevy-starter avian --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/avian .gemini/skills/avian && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "avian" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/avian into .gemini/skills/avian/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "avian", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install nolantait/bevy-starter avianInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add nolantait/bevy-starter --skill avian -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/avian .github/skills/avian && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "avian" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/avian into .github/skills/avian/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "avian", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nolantait/bevy-starter --skill avian -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install nolantait/bevy-starter avian --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/avian .opencode/skills/avian && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "avian" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/avian into .opencode/skills/avian/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "avian", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
avianReference for Avian physics engine — rigid bodies, colliders, joints, spatial queries, collision events, character controllers, and debug rendering.
Avian is an agent skill from nolantait/bevy-starter. Reference for Avian physics engine — rigid bodies, colliders, joints, spatial queries, collision events, character controllers, and debug rendering.
Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
The repository describes itself as: A minimalist starter for bevy and rust. The licence is MIT.
Read from SKILL.md and the folder at commit dd6f56b. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are rust and toml).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Avian loads about 3k tokens when it runs. Until then it costs about 39 tokens; SKILL.md has 246 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from nolantait/bevy-starter at commit dd6f56b, republished under its MIT licence (© nolantait). 246 words, ~2,957 tokens.
.claude/skills/avian/SKILL.md (or your agent's skills folder).[dependencies]
avian2d = "0.7" # 2D
avian3d = "0.7" # 3Duse avian3d::prelude::*;
fn main() {
App::new()
.add_plugins((DefaultPlugins, PhysicsPlugins::default()))
.run();
}Three types: Dynamic (simulated), Kinematic (programmatic), Static (immovable).
commands.spawn(RigidBody::Dynamic);
commands.spawn(RigidBody::Kinematic);
commands.spawn(RigidBody::Static);Avian syncs Position and Rotation with Bevy's Transform automatically.
fn move_things(mut q: Query<&mut Position>) {
for mut pos in &mut q {
pos.x += 1.0;
}
}
fn rotate_things(mut q: Query<&mut Rotation>) {
for mut rot in &mut q {
*rot = rot.add_angle_fast(0.1);
}
}fn apply_velocity(mut q: Query<&mut LinearVelocity>) {
for mut v in &mut q {
v.x += 1.0;
}
}
fn apply_angular_velocity(mut q: Query<&mut AngularVelocity>) {
for mut av in &mut q {
av.0 += 0.1;
}
}use avian3d::dynamics::rigid_body::forces::*;
fn apply_forces(mut q: Query<(Entity, &mut ExternalForce, &mut ExternalTorque)>) {
for (_, mut force, mut torque) in &mut q {
force.apply_force(Vec3::Y * 10.0);
torque.apply_torque(Vec3::Z * 2.0);
}
}
fn apply_impulse(mut q: Query<&mut ExternalImpulse>) {
for mut imp in &mut q {
imp.apply_impulse(Vec3::Y * 5.0);
}
}Components: ExternalForce, ExternalTorque, ExternalImpulse, ExternalAngularImpulse.
commands.spawn((
RigidBody::Dynamic,
Collider::sphere(0.5), // 3D sphere
Collider::cuboid(1.0, 2.0, 1.0), // 3D box
Collider::cylinder(0.5, 2.0), // 3D cylinder
Collider::capsule(0.5, 1.0), // 3D capsule
Collider::cone(0.5, 2.0), // 3D cone
Collider::halfspace(Vec3::Y), // infinite plane
Collider::compound(vec![]), // compound of sub-shapes
));2D colliders (avian2d): Collider::circle(0.5), Collider::rectangle(1.0, 2.0), etc.
Requires collider-from-mesh feature (enabled by default):
Collider::from_bevy_mesh(&mesh, &ComputedTriangleMesh::default()).unwrap()commands.spawn((RigidBody::Dynamic, Collider::sphere(0.5), ColliderDensity(1.0)));commands.spawn((
RigidBody::Dynamic,
Collider::sphere(0.5),
Friction::new(0.3),
Restitution::new(0.5),
));use avian3d::collision::CollisionLayer;
const PLAYER: CollisionLayer = CollisionLayer::from_bits(1 << 0);
const ENEMY: CollisionLayer = CollisionLayer::from_bits(1 << 1);
const WORLD: CollisionLayer = CollisionLayer::from_bits(1 << 2);
commands.spawn((
RigidBody::Dynamic,
Collider::sphere(0.5),
CollisionLayers::new(PLAYER, WORLD | ENEMY), // member of PLAYER, collides with WORLD and ENEMY
));Colliders with Sensor detect overlap without physical response:
commands.spawn((
RigidBody::Dynamic,
Collider::sphere(3.0),
Sensor,
));commands.spawn((
RigidBody::Dynamic,
Collider::sphere(0.5),
Mass(5.0),
CenterOfMass::new(0.0, -0.5),
LinearDamping(0.5),
AngularDamping(0.5),
));Prevent translation/rotation along specific axes:
commands.spawn((
RigidBody::Dynamic,
LockedAxes::TRANSLATION_LOCKED_Y | LockedAxes::ROTATION_LOCKED_X,
));fn zero_gravity(mut gravity: ResMut<Gravity>) {
gravity.0 = Vec3::ZERO;
}
// Per-entity gravity scale:
commands.spawn((RigidBody::Dynamic, GravityScale(0.0))); // no gravity for this bodyPrevents tunneling for fast-moving objects:
use avian3d::dynamics::ccd::*;
commands.spawn((RigidBody::Dynamic, Ccd));Bodies deactivate when at rest. Configure globally or per-entity:
// Disable sleeping for a specific body:
commands.spawn((RigidBody::Dynamic, SleepingDisabled));
// Default: bodies can sleep automatically.fn handle_collisions(mut start: MessageReader<CollisionStart>, mut end: MessageReader<CollisionEnd>) {
for event in start.read() {
info!("Collision started: {:?} vs {:?}", event.entity, event.other_entity());
}
for event in end.read() {
info!("Collision ended: {:?} vs {:?}", event.entity, event.other_entity());
}
}Entities must have CollisionEventsEnabled:
commands.spawn((RigidBody::Dynamic, Collider::sphere(0.5), CollisionEventsEnabled));commands
.spawn((
RigidBody::Dynamic,
Collider::sphere(0.5),
CollisionEventsEnabled,
))
.observe(|_trigger: On<CollisionStart>| {
info!("Collision started!");
});fn read_collisions(mut collisions: Collisions) {
for contacts in &mut collisions {
info!("Contacts between {:?} and {:?}", contacts.entity1, contacts.entity2);
}
}Joints spawn as separate entities referencing two bodies:
let body1 = commands.spawn(RigidBody::Dynamic).id();
let body2 = commands.spawn(RigidBody::Dynamic).id();
commands.spawn(FixedJoint::new(body1, body2));
commands.spawn(DistanceJoint::new(body1, body2));
commands.spawn(PrismaticJoint::new(body1, body2));
commands.spawn(RevoluteJoint::new(body1, body2));
commands.spawn(SphericalJoint::new(body1, body2));commands.spawn((
RevoluteJoint::new(body1, body2)
.with_anchor(Vec3::new(5.0, 2.0, 0.0))
.with_local_basis1(Quat::from_rotation_z(PI / 4.0)),
JointDamping { linear: 0.1, angular: 0.1 },
));commands.spawn((FixedJoint::new(body1, body2), JointCollisionDisabled));fn break_joints(query: Query<(Entity, &JointForces), Without<JointDisabled>>) {
for (entity, forces) in &query {
if forces.force().length() > 500.0 {
commands.entity(entity).insert(JointDisabled);
}
}
}// Component-based (every frame):
commands.spawn(RayCaster::new(Vec3::ZERO, Dir3::X));
fn print_hits(query: Query<(&RayCaster, &RayHits)>) {
for (ray, hits) in &query {
for hit in hits.iter_sorted() {
info!("Hit {:?} at {}", hit.entity, ray.origin + *ray.direction * hit.distance);
}
}
}
// SystemParam (one-off):
fn cast_ray(spatial: SpatialQuery) {
let hit = spatial.cast_ray(Vec3::ZERO, Dir3::X, 100.0, true, &SpatialQueryFilter::default());
if let Some(hit) = hit {
info!("Hit {:?} at distance {}", hit.entity, hit.distance);
}
}commands.spawn(ShapeCaster::new(
Collider::sphere(0.5),
Vec3::ZERO,
Quat::default(),
Dir3::X,
));
fn print_shape_hits(query: Query<(&ShapeCaster, &ShapeHits)>) {
for (_, hits) in &query {
for hit in hits.iter() {
info!("Shape hit {:?}", hit.entity);
}
}
}SpatialQueryFilter::default()
.with_mask(CollisionLayer::from_bits(0xFF))
.without_entities(&[exclude_entity]);MoveAndSlide system parameter for kinematic character controllers:
use avian3d::character_controller::move_and_slide::*;
fn move_player(mut q: Query<(&mut LinearVelocity, &mut Transform), With<Player>>, time: Res<Time>) {
let (mut velocity, _transform) = q.single_mut();
let mut direction = Vec3::ZERO;
// ... read input to set direction ...
velocity.0 = direction * 10.0;
// MoveAndSlide is applied automatically by the plugin if Present is added:
commands.entity(player).insert(MoveAndSlide::default());
}Available physics-based third-party crates: bevy_ahoy (kinematic), bevy_tnua (dynamic).
Fixes choppy movement from fixed timestep physics:
// Per-entity:
commands.spawn((RigidBody::Dynamic, TransformInterpolation));
// Global default (all rigid bodies interpolated):
fn main() {
App::new()
.add_plugins(PhysicsPlugins::default()
.set(PhysicsInterpolationPlugin::interpolate_all()))
.run();
}Components: TransformInterpolation, TransformExtrapolation, TranslationInterpolation, RotationInterpolation, etc.
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
PhysicsPlugins::default(),
PhysicsDebugPlugin::default(),
))
.run();
}Requires the debug-plugin feature (enabled by default). Use DebugRender::default() to configure.
fn config(mut gravity: ResMut<Gravity>, mut substeps: ResMut<SubstepCount>) {
gravity.0 = Vec3::new(0.0, -9.81, 0.0);
substeps.0 = 10; // more substeps = more accurate but slower
}fn pause(mut physics: ResMut<Physics>) {
physics.paused = true; // pause
physics.paused = false; // resume
// Single-step while paused:
if input.just_pressed(KeyCode::Space) {
physics.schedule.stepped_state = StepState::StepOnce;
}
}use avian3d::diagnostics::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
PhysicsPlugins::default(),
PhysicsDiagnosticsPlugin, // requires bevy_diagnostic feature
))
.run();
}Filter or modify contacts with CollisionHooks:
use avian3d::collision::hooks::*;
#[derive(Resource)]
struct MyHooks;
impl CollisionHooks for MyHooks {
fn filter_contact_pair(&self, _entities: (&Entity, &Entity)) -> Option<SolverFlags> {
// return None to ignore, Some(...) to allow with flags
Some(SolverFlags::default())
}
fn modify_contacts(&self, _contacts: &mut Vec<ContactData>, _entities: (&Entity, &Entity)) {}
}
fn main() {
App::new()
.add_plugins(PhysicsPluginsWithHooks::new(MyHooks))
.run();
}commands.spawn((RigidBody::Dynamic, Ccd));Temporarily disable a collider without removal:
commands.entity(entity).insert(ColliderDisabled);commands.entity(entity).insert(RigidBodyDisabled);Bodies at rest auto-sleep. Query sleeping state:
fn check_sleep(query: Query<&Sleeping>) {
for sleeping in &query {
info!("Entity is sleeping: {}", sleeping.is_sleeping());
}
}Get entities currently touching a collider:
fn check_touching(query: Query<&CollidingEntities>) {
for colliding in &query {
for entity in colliding.iter() {
info!("Touching entity: {:?}", entity);
}
}
}Systems run in FixedPostUpdate by default. Order custom systems relative to physics:
app.add_systems(FixedPostUpdate, my_system.after(PhysicsSystems::StepSimulation));Available system sets: PhysicsSystems::StepSimulation, PhysicsSystems::BroadPhase, PhysicsSystems::NarrowPhase, PhysicsSystems::Solver, etc.
© nolantait, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .agents/skills/avian of nolantait/bevy-starter.
Open the folder on GitHubat commit dd6f56b
Avian next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Avian this skillnolantait/bevy-starter | 132 | — | ~3k | Automated safety check: Pass | MIT | |
| Physical Addressthedaviddias/Front-End-Checklist | 74k | — | ~574 | Automated safety check: Pass | MIT | |
| Aria Hidden Bodythedaviddias/Front-End-Checklist | 74k | — | ~444 | Automated safety check: Pass | MIT | |
| Physics Systemjame581/GodotPrompter | 805 | — | ~3.6k | Automated safety check: Pass | MIT | |
| Meta In Bodythedaviddias/Front-End-Checklist | 74k | — | ~541 | Automated safety check: Pass | MIT | |
| Pull Request Title and Body Writeropeninterpreter/openinterpreter | 69k | 2 repos | ~1.1k | Automated safety check: Pass | Apache-2.0 |
thedaviddias/Front-End-Checklist
A skill your agent uses when auditing local business websites, e-commerce sites, or any site where a physical presence affects trust or local search visibility.
thedaviddias/Front-End-Checklist
A skill your agent uses when reviewing rendered HTML, interactive components, or design-system patterns related to Do not use aria-hidden on the document body.
jame581/GodotPrompter
A skill your agent uses when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
thedaviddias/Front-End-Checklist
A skill your agent uses when auditing HTML document structure.
openinterpreter/openinterpreter
Rewrites the title and body of one or more pull requests with gh, leading with why the change was made, then what changed, and describing only the net result.
gamedev-skills/awesome-gamedev-agent-skills
Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints.
nolantait/bevy-starter
Reference for events, messages, and observers in Bevy — Message/MessageReader/MessageWriter, Event/EntityEvent, triggers, observers, and propagation.
nolantait/bevy-starter
Reference for loading, managing, and tracking assets in Bevy — AssetServer, handles, loading states, events, custom loaders, and hot reloading.
nolantait/bevy-starter
Reference for playing and controlling audio in Bevy — AudioPlayer, AudioSink, spatial audio, volume, and playback settings.
nolantait/bevy-starter
Reference for Bevy Scene Notation (BSN) — the bsn!. An agent skill from nolantait/bevy-starter.
nolantait/bevy-starter
Reference for cameras in Bevy — Camera2d, Camera3d, viewports, projection, render layers, mouse-to-world, and free camera controllers.
nolantait/bevy-starter
Reference for Bevy Commands — spawning/despawning entities, inserting/removing components, custom commands, trait extensions, and testing.
Reference for Avian physics engine — rigid bodies, colliders, joints, spatial queries, collision events, character controllers, and debug rendering. Avian is an agent skill from nolantait/bevy-starter. Reference for Avian physics engine — rigid bodies, colliders, joints, spatial queries, collision events, character controllers, and debug rendering.
Run `npx skills add nolantait/bevy-starter --skill avian -a claude-code`. Or copy the skill folder (.agents/skills/avian in nolantait/bevy-starter) into .claude/skills/avian in your project. Claude Code loads it when a task matches its description.
Run `npx skills add nolantait/bevy-starter --skill avian -a codex`. Or copy the skill folder (.agents/skills/avian in nolantait/bevy-starter) into .agents/skills/avian in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nolantait/bevy-starter --skill avian -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/avian, .gemini/skills/avian, .github/skills/avian and .opencode/skills/avian in your project.
SKILL.md names no scripts, command-line tools or credentials: Avian is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Avian is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Avian: Physical Address (thedaviddias/Front-End-Checklist, 74k stars), Aria Hidden Body (thedaviddias/Front-End-Checklist, 74k stars), Physics System (jame581/GodotPrompter, 805 stars) and Meta In Body (thedaviddias/Front-End-Checklist, 74k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
nolantait (a GitHub user) maintains it in nolantait/bevy-starter, which has 132 GitHub stars. The repository holds 24 skills in this directory. The repository was last updated on October 8, 2026.
Source: nolantait/bevy-starter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.