Agent skill

Bevy Bsn

by nolantait in nolantait/bevy-starter

Reference for Bevy Scene Notation (BSN) — the bsn!. An agent skill from nolantait/bevy-starter.

MITAuto-check passed

Install Bevy Bsn

skills CLI
$ npx skills add nolantait/bevy-starter --skill bevy-bsn -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install nolantait/bevy-starter bevy-bsn --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/nolantait/bevy-starter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/bevy-bsn .claude/skills/bevy-bsn && rm -rf skills-src

Use ~/.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/

Facts

Skill name
bevy-bsn
GitHub stars
132
Token cost
~1.1k tokens
SKILL.md length
219 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Reference for Bevy Scene Notation (BSN) — the bsn!. An agent skill from nolantait/bevy-starter.

  • SKILL.md covers Basic usage, Reusable scenes, Inline expressions as field… and Scene merging (component…, plus 7 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Bevy Bsn is an agent skill from nolantait/bevy-starter. Reference for Bevy Scene Notation (BSN) — the bsn! macro for defining inline scenes with components, children, relationships, observers, and dynamic props.

Its SKILL.md is about 1.1k 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.

Example prompts

  • “/bevy-bsn”

What it can do on your machine

Read from SKILL.md and the folder at commit dd6f56b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are rust).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Bevy Bsn loads about 1.1k tokens when it runs. Until then it costs about 41 tokens; SKILL.md has 219 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~41
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from nolantait/bevy-starter at commit dd6f56b, republished under its MIT licence (© nolantait). 219 words, ~1,085 tokens.

Download SKILL.mdSave it as .claude/skills/bevy-bsn/SKILL.md (or your agent's skills folder).
name
bevy-bsn
description
Reference for Bevy Scene Notation (BSN) — the bsn! macro for defining inline scenes with components, children, relationships, observers, and dynamic props.
metadata.crate
bevy_scene
metadata.bevy
0.19

Basic usage

bsn! spawns an entity with components inline:

rust
#[derive(Component, Clone, Default)]
struct Ship;

#[derive(Component, Clone, Default)]
struct Player { score: usize }

fn spawn_scene(mut commands: Commands) {
  commands.spawn_scene(bsn! {
      Player
      Ship
  });
}

Reusable scenes

Functions returning impl Scene compose together:

rust
fn button() -> impl Scene {
  bsn! {
      Button
      Node { width: px(100) }
  }
}

fn main() {
  App::new()
    .add_plugins(DefaultPlugins)
    .add_systems(Startup, my_button.spawn())
    .run();
}

Inline expressions as field values

Use {expr} for dynamic values:

rust
fn increment_score(current_points: usize) -> impl Scene {
  bsn! {
      Player { score: {current_points + 10} }
  }
}

Scene merging (component combination)

Two scenes defining the same component are merged field by field:

rust
fn button() -> impl Scene {
  bsn! { Button Node { width: px(100) } }
}

fn my_button() -> impl Scene {
  bsn! {
      button()
      Node { height: px(100) }
  }
}
// my_button produces Node with both width: px(100) and height: px(100)

Entity separation: commas vs whitespace

  • Whitespace: components on the same entity
  • Commas: separates entities
rust
// One child with A and B
Children [ A B ]

// Two children, one with A, one with B
Children [ A, B ]

// Two children, clearer with parentheses
Children [ (A B), C ]

Scene and SceneList

A bsn! expression implements the Scene trait and describes a single root entity. A bsn_list! (or a scene list inside Children [...]) implements SceneList, where each entry becomes its own entity. Enums are special: BSN needs a default for every variant, which deriving VariantDefaults (or FromTemplate) generates as default_{variant_lower} methods.

SceneComponent derive

#[derive(SceneComponent)] aggregates components under a name with a scene method. A props struct is declared with #[scene(Props)] and passed into the scene function:

rust
#[derive(SceneComponent, Default, Clone)]
#[scene(CarConfig)]
struct Car { boost: f32 }

impl Car {
  fn scene(props: CarConfig) -> impl Scene {
    let wheels: Box<dyn Scene> = match props.wheels {
      WheelSize::Standard => Box::new(bsn! { SlimWheels }),
      WheelSize::Wide => Box::new(bsn! { WideWheels }),
    };

    bsn! {
      Transform { translation: Vec3 { x: 10. } }
      wheels
      Children [
        FrontWheel,
        BackWheel,
      ]
    }
  }
}

Spawning with the @ prefix in bsn!. Props also use @ to distinguish them from the component's own fields (boost here is a normal Car field, while @wheels is a prop consumed by Car::scene):

rust
fn spawn_car(mut commands: Commands) {
  commands.spawn_scene(bsn! {
    @Car {
      @wheels: WheelSize::Wide,
      boost: 100.,
    }
  });
}

Props struct

rust
#[derive(Default)]
struct CarConfig {
  wheels: WheelSize,
}

#[derive(Default)]
enum WheelSize {
  #[default]
  Standard,
  Wide,
}

Named entity references

Prefix a # to name an entity (via its Name component), then reference it in the same scene:

rust
#[derive(Component, FromTemplate)]
struct EmployedBy(Entity);

fn boss() -> impl Scene {
  bsn! {
      #Boss
      Children [
          #Joe EmployedBy(#Boss)
      ]
  }
}

Works in bsn_list! too:

rust
fn employees() -> impl SceneList {
  bsn_list! [
      (#Joe ReportsTo(#Jane)),
      (#Jane ReportsTo(#Joe)),
  ]
}

Observers inline

Attach observers with the on keyword:

rust
fn button() -> impl Scene {
  bsn! {
      Node { width: px(100), height: px(50) }
      on(|press: On<Pointer<Press>>| {
          info!("button pressed!")
      })
  }
}

Children

Use Children to nest entities:

rust
fn spawn_scene(mut commands: Commands) {
  commands.spawn_scene(bsn! {
    Player
    Children [
      Sword,
      Shield,
    ]
  });
}

Also works with custom relationships via the relationship or related! APIs (see relationships skill).

© nolantait, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .agents/skills/bevy-bsn of nolantait/bevy-starter.

Open the folder on GitHubat commit dd6f56b

Compare with similar skills

Bevy Bsn 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.

Bevy Bsn compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Bevy Bsn this skillnolantait/bevy-starter132—~1.1kAutomated safety check: PassMIT
Javascript Inlinethedaviddias/Front-End-Checklist74k—~461Automated safety check: PassMIT
SVG Inlinethedaviddias/Front-End-Checklist74k—~829Automated safety check: PassMIT
Embedded Or Inline CSSthedaviddias/Front-End-Checklist74k—~435Automated safety check: PassMIT
Global Macro AnalysisHKUDS/Vibe-Trading35k—~1.9kAutomated safety check: PassMIT
Scene Menu BarPostHog/posthog40k—~3.2kAutomated safety check: PassCustom licence

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All 24 skills in this repo
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  • Bevy Audio

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    Reference for playing and controlling audio in Bevy — AudioPlayer, AudioSink, spatial audio, volume, and playback settings.

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  • Bevy Cameras

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  • Bevy Commands

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Questions about Bevy Bsn

What does Bevy Bsn do?

Reference for Bevy Scene Notation (BSN) — the bsn!. An agent skill from nolantait/bevy-starter. Bevy Bsn is an agent skill from nolantait/bevy-starter. Reference for Bevy Scene Notation (BSN) — the bsn!

How do I install Bevy Bsn in Claude Code?

Run `npx skills add nolantait/bevy-starter --skill bevy-bsn -a claude-code`. Or copy the skill folder (.agents/skills/bevy-bsn in nolantait/bevy-starter) into .claude/skills/bevy-bsn in your project. Claude Code loads it when a task matches its description.

How do I install Bevy Bsn in Codex?

Run `npx skills add nolantait/bevy-starter --skill bevy-bsn -a codex`. Or copy the skill folder (.agents/skills/bevy-bsn in nolantait/bevy-starter) into .agents/skills/bevy-bsn in your project. Codex loads it when a task matches its description.

Can I use Bevy Bsn in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nolantait/bevy-starter --skill bevy-bsn -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/bevy-bsn, .gemini/skills/bevy-bsn, .github/skills/bevy-bsn and .opencode/skills/bevy-bsn in your project.

What does Bevy Bsn need to run?

SKILL.md names no scripts, command-line tools or credentials: Bevy Bsn is instructions for the agent only.

Does Bevy Bsn access the network?

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.

Is Bevy Bsn safe to install?

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.

What licence does Bevy Bsn use?

Bevy Bsn is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Bevy Bsn use?

About 1.1k tokens (SKILL.md is roughly 4.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Bevy Bsn?

Skills that share tags, products or a category with Bevy Bsn: Javascript Inline (thedaviddias/Front-End-Checklist, 74k stars), SVG Inline (thedaviddias/Front-End-Checklist, 74k stars), Embedded Or Inline CSS (thedaviddias/Front-End-Checklist, 74k stars) and Global Macro Analysis (HKUDS/Vibe-Trading, 35k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Bevy Bsn?

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.