Langsmith Observability
Orchestra-Research/AI-Research-SKILLs
LLM observability platform for tracing, evaluation, and monitoring.
Reference for bevyenhancedinput — observer-based input manager with actions, contexts, bindings, conditions, modifiers, presets, and mocking.
$ npx skills add nolantait/bevy-starter --skill bevy-enhanced-input -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nolantait/bevy-starter bevy-enhanced-input --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/bevy-enhanced-input .claude/skills/bevy-enhanced-input && 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 "bevy-enhanced-input" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-enhanced-input into .claude/skills/bevy-enhanced-input/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-enhanced-input", 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/bevy-enhanced-inputType 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 bevy-enhanced-input -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nolantait/bevy-starter bevy-enhanced-input --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/bevy-enhanced-input .agents/skills/bevy-enhanced-input && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "bevy-enhanced-input" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-enhanced-input into .agents/skills/bevy-enhanced-input/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-enhanced-input", 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 bevy-enhanced-input -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nolantait/bevy-starter bevy-enhanced-input --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/bevy-enhanced-input .cursor/skills/bevy-enhanced-input && 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 "bevy-enhanced-input" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-enhanced-input into .cursor/skills/bevy-enhanced-input/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-enhanced-input", 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/bevy-enhanced-input--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 bevy-enhanced-input -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nolantait/bevy-starter bevy-enhanced-input --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/bevy-enhanced-input .gemini/skills/bevy-enhanced-input && 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 "bevy-enhanced-input" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-enhanced-input into .gemini/skills/bevy-enhanced-input/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-enhanced-input", 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 bevy-enhanced-inputInstalls 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 bevy-enhanced-input -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/bevy-enhanced-input .github/skills/bevy-enhanced-input && 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 "bevy-enhanced-input" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-enhanced-input into .github/skills/bevy-enhanced-input/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-enhanced-input", 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 bevy-enhanced-input -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 bevy-enhanced-input --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/bevy-enhanced-input .opencode/skills/bevy-enhanced-input && 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 "bevy-enhanced-input" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-enhanced-input into .opencode/skills/bevy-enhanced-input/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-enhanced-input", 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.
bevy-enhanced-inputReference for bevyenhancedinput — observer-based input manager with actions, contexts, bindings, conditions, modifiers, presets, and mocking.
Bevy Enhanced Input is an agent skill from nolantait/bevy-starter. Reference for bevyenhancedinput — observer-based input manager with actions, contexts, bindings, conditions, modifiers, presets, and mocking.
Its SKILL.md is about 2.4k 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.
Shell commands in SKILL.md call:
cargoFrom 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.
Bevy Enhanced Input loads about 2.4k tokens when it runs. Until then it costs about 41 tokens; SKILL.md has 396 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). 396 words, ~2,391 tokens.
.claude/skills/bevy-enhanced-input/SKILL.md (or your agent's skills folder).[dependencies]
bevy_enhanced_input = "0.26"use bevy_enhanced_input::prelude::*;
App::new()
.add_plugins(EnhancedInputPlugin)
.add_input_context::<Player>()
.finish();Three pillars: Actions, Bindings, Contexts.
#[derive(InputAction)].add_input_context.#[derive(InputAction)]
#[action_output(bool)]
struct Jump;
#[derive(InputAction)]
#[action_output(Vec2)]
struct Movement;
#[derive(InputAction)]
#[action_output(f32)]
struct Zoom;Output types: bool, f32, Vec2, Vec3.
#[derive(Component)]
struct Player;
let mut app = App::new();
app.add_plugins(EnhancedInputPlugin)
.add_input_context::<Player>()
.finish();
app.world_mut().spawn((
Player,
actions!(Player[
(
Action::<Jump>::new(),
bindings![KeyCode::Space, GamepadButton::South],
),
(
Action::<Movement>::new(),
bindings![KeyCode::KeyW, KeyCode::KeyA, KeyCode::KeyS, KeyCode::KeyD],
),
]),
));fn on_jump(trigger: On<Fire<Jump>>, mut q: Query<&mut Transform>) {
let mut t = q.get_mut(trigger.context).unwrap();
t.translation.y += 5.0;
}
fn on_movement(trigger: On<Fire<Movement>>, mut q: Query<&mut Transform>) {
let mut t = q.get_mut(trigger.context).unwrap();
t.translation += trigger.value.extend(0.0) * 60.0 * trigger.time.delta_secs();
}
app.add_observer(on_jump).add_observer(on_movement);Event types: Start<A> (began), Fire<A> (ongoing), Ongoing<A> (active but not fired), Complete<A> (ended), Cancel<A> (interrupted).
fn poll_input(
jump: Single<&ActionEvents, With<Action<Jump>>>,
movement: Single<&Action<Movement>>,
mut t: Single<&mut Transform, With<Player>>,
) {
if jump.contains(ActionEvents::STARTED) {
t.translation.y += 5.0;
}
t.translation += movement.extend(0.0) * 60.0;
}Action<A> holds the current value. TriggerState tracks the state enum. ActionEvents (bitfield) detects transitions. ActionTime has timing info.
Conditions control when an action triggers. Attached to actions or bindings.
actions!(Player[
(
Action::<Jump>::new(),
Hold::new(1.0), // must hold for 1s
bindings![KeyCode::Space],
),
(
Action::<Fire>::new(),
Pulse::new(0.5), // fires every 0.5s while held
bindings![
(GamepadButton::RightTrigger2, Down::new(0.3)), // threshold 0.3
MouseButton::Left,
],
),
]);Available conditions:
Down — active while pressed (default with zero actuation threshold)Press — triggers on press onlyRelease — triggers on release onlyHold — triggers after held for N secondsHoldAndRelease — triggers on release after held for N secondsTap — press + release within a time windowPulse — repeats every N seconds while heldToggle — toggles on/off each pressChord — requires multiple simultaneous inputsCombo — requires sequential inputs in orderCooldown — prevents re-triggering for N secondsFlick — triggers on quick directional inputBlockBy — suppresses action while another action is firingModifiers transform the raw input value. Attached to actions or bindings.
actions!(Player[
(
Action::<Movement>::new(),
DeadZone::default(), // ignore small analog values
SmoothNudge::default(), // smoothing
DeltaScale::default(), // multiply by delta time
Scale::splat(30.0), // constant multiplier
bindings![KeyCode::KeyW, KeyCode::KeyA, KeyCode::KeyS, KeyCode::KeyD],
),
]);Available modifiers:
Clamp — clamp value to rangeDeadZone — ignore near-zero values from analog inputsDeltaScale — scale by delta time for frame-rate independenceExponentialCurve — apply exponential response curveLinearStep — stepped responseNegate — invert valueScale — multiply by constantSmoothNudge — smoothingSwizzleAxis — reorder axis mapping (e.g., map mouse scroll Y to action X)AccumulateBy — accumulate over timeuse bevy_enhanced_input::preset::*;
actions!(Player[
(
Action::<Movement>::new(),
DeadZone::default(),
SmoothNudge::default(),
DeltaScale::default(),
Scale::splat(30.0),
Bindings::spawn((
Cardinal::wasd_keys(), // WASD
Axial::left_stick(), // gamepad left stick
)),
),
(
Action::<Zoom>::new(),
Bindings::spawn((
Bidirectional::new(GamepadButton::DPadUp, GamepadButton::DPadDown),
Spawn((Binding::mouse_wheel(), SwizzleAxis::YXZ)),
)),
),
]);Presets:
Cardinal — four directions (WASD, arrow keys, etc.)Axial — two-axis analog (left stick, right stick)Bidirectional — positive/negative pair (DPad, triggers)Ordinal — diagonal directionsSpatial — 2D spatial input (mouse position, touch)Connect preset fields to separate binding slots for rebinding:
Bindings::spawn((
Cardinal { north: settings.forward, east: settings.right, south: settings.backward, west: settings.left },
));Contexts define when actions are evaluated.
#[derive(Component)]
struct OnFoot;
#[derive(Component)]
struct InVehicle;
app.add_input_context::<OnFoot>()
.add_input_context::<InVehicle>();
commands.spawn((
Player,
ContextActivity::<InVehicle>::INACTIVE, // start on foot
actions!(OnFoot[
(Action::<Jump>::new(), bindings![KeyCode::Space]),
]),
actions!(InVehicle[
(Action::<Accelerate>::new(), bindings![GamepadButton::RightTrigger2]),
]),
));Switch contexts via ContextActivity:
fn enter_vehicle(mut q: Query<&mut ContextActivity<OnFoot>, With<Player>>) {
let mut activity = q.single_mut();
*activity = ContextActivity::INACTIVE;
}For games with multiple contexts you can query for specific action or iterate over action contexts.
fn apply_input(
jumps: Query<&ActionEvents, With<Action<Jump>>>,
movements: Query<&Action<Movement>>,
mut players: Query<(&mut Transform, &Actions<Player>)>,
) {
for (mut transform, actions) in &mut players {
let Some(jump_events) = jumps.iter_many(actions).next() else {
continue;
};
let Some(movement) = movements.iter_many(actions).next() else {
continue;
};
// Jumped this frame
if jump_events.contains(ActionEvents::STARTED) {
// User logic...
}
// We defined the output of `Movement` as `Vec2`,
// but since translation expects `Vec3`, we extend it to 3 axes.
transform.translation = movement.extend(0.0);
}
}commands.spawn((OnFoot, ContextPriority::<OnFoot>(10))); // higher = evaluated firstDefault: reverse spawn order (most recently spawned context evaluated first).
Sync contexts to Bevy states:
app.sync_context_to_state::<Player, GameState>();
commands.spawn((
Player,
ContextActivity::<Player>::INACTIVE,
ActiveInStates::<Player, _>::single(GameState::Playing),
actions!(Player[(Action::<Jump>::new(), bindings![KeyCode::Space])]),
));commands.spawn((
Action::<Jump>::new(),
ActionSettings {
consume_input: true, // action consumes binding values, preventing lower-priority actions from receiving them
accumulate: Accumulation::Sum, // how multiple bindings combine: Sum, Min, Max, Replace
reset_to_none_each_frame: true, // reset trigger state each frame
},
bindings![KeyCode::Space, KeyCode::KeyJ],
));// Single update:
commands.mock_once::<Jump, Player>();
// With a specific value and duration:
commands.mock::<Movement, Player>(
ActionMock::new(ActionValue::Vec2(Vec2::X), MockSpan::Ticks(60)),
);
// Remove mock:
commands.unmock::<Movement, Player>();commands.spawn((Player, GamepadDevice(Gamepad { id: 0 })));Default: reads from all connected gamepads.
fn pause_ui_actions(mut sources: ResMut<ActionSources>) {
sources.block(Entity::PLACEHOLDER); // block actions while UI is focused
}RUST_LOG=bevy_enhanced_input=debug cargo runplayer.remove_with_requires::<OnFoot>()
.despawn_related::<Actions<OnFoot>>();© 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/bevy-enhanced-input of nolantait/bevy-starter.
Open the folder on GitHubat commit dd6f56b
Bevy Enhanced Input 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 |
|---|---|---|---|---|---|---|
| Bevy Enhanced Input this skillnolantait/bevy-starter | 132 | — | ~2.4k | Automated safety check: Pass | MIT | |
| Langsmith ObservabilityOrchestra-Research/AI-Research-SKILLs | 13k | 2 repos | ~2.4k | Automated safety check: Pass | MIT | |
| ObservabilityBuilderIO/agent-native | 7.1k | — | ~7.3k | Automated safety check: Pass | None | |
| Frontend Observabilitysickn33/agentic-awesome-skills | 47k | 1 repos | ~5.1k | Automated safety check: Pass | MIT | |
| Ebpf Observabilitysickn33/agentic-awesome-skills | 47k | 2 repos | ~3.3k | Automated safety check: Notes | MIT | |
| Python Observabilitywshobson/agents | 40k | — | ~1.8k | Automated safety check: Pass | MIT |
Orchestra-Research/AI-Research-SKILLs
LLM observability platform for tracing, evaluation, and monitoring.
BuilderIO/agent-native
Agent observability, evals, feedback, and experiments. An agent skill from BuilderIO/agent-native.
sickn33/agentic-awesome-skills
A portable, framework-agnostic field-side observability system for any React or React Native app.
sickn33/agentic-awesome-skills
Use eBPF for deep kernel-level observability — trace syscalls, network flows, and application behavior without code changes using Cilium, Tetragon, and bpftrace.
wshobson/agents
Python observability patterns including structured logging, metrics, and distributed tracing.
alirezarezvani/claude-skills
Design production-ready observability strategies combining metrics, logs, and traces.
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 Avian physics engine — rigid bodies, colliders, joints, spatial queries, collision events, character controllers, and debug rendering.
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.
Reference for bevyenhancedinput — observer-based input manager with actions, contexts, bindings, conditions, modifiers, presets, and mocking. Bevy Enhanced Input is an agent skill from nolantait/bevy-starter. Reference for bevyenhancedinput — observer-based input manager with actions, contexts, bindings, conditions, modifiers, presets, and mocking.
Run `npx skills add nolantait/bevy-starter --skill bevy-enhanced-input -a claude-code`. Or copy the skill folder (.agents/skills/bevy-enhanced-input in nolantait/bevy-starter) into .claude/skills/bevy-enhanced-input in your project. Claude Code loads it when a task matches its description.
Run `npx skills add nolantait/bevy-starter --skill bevy-enhanced-input -a codex`. Or copy the skill folder (.agents/skills/bevy-enhanced-input in nolantait/bevy-starter) into .agents/skills/bevy-enhanced-input 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 bevy-enhanced-input -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-enhanced-input, .gemini/skills/bevy-enhanced-input, .github/skills/bevy-enhanced-input and .opencode/skills/bevy-enhanced-input in your project.
Going by SKILL.md and its folder, Bevy Enhanced Input needs the command-line tools its instructions call (cargo).
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.
Bevy Enhanced Input is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.4k tokens (SKILL.md is roughly 9.6k 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 Bevy Enhanced Input: Langsmith Observability (Orchestra-Research/AI-Research-SKILLs, 13k stars), Observability (BuilderIO/agent-native, 7.1k stars), Frontend Observability (sickn33/agentic-awesome-skills, 47k stars) and Ebpf Observability (sickn33/agentic-awesome-skills, 47k 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.