Agent skill

Bevy Enhanced Input

by nolantait in nolantait/bevy-starter

Reference for bevyenhancedinput — observer-based input manager with actions, contexts, bindings, conditions, modifiers, presets, and mocking.

MITAuto-check passed

Install Bevy Enhanced Input

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

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

GitHub CLI
$ gh skill install nolantait/bevy-starter bevy-enhanced-input --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-enhanced-input .claude/skills/bevy-enhanced-input && 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-enhanced-input
GitHub stars
132
Token cost
~2.4k tokens
SKILL.md length
396 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Reference for bevyenhancedinput — observer-based input manager with actions, contexts, bindings, conditions, modifiers, presets, and mocking.

  • SKILL.md covers Setup, Core concepts, Defining an action and Spawning a context with…, plus 14 more sections
  • Calls cargo

What it does

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.

Example prompts

  • “/bevy-enhanced-input”

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

    Shell commands in SKILL.md call:

    • cargo

    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 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.

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
~2.4k

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). 396 words, ~2,391 tokens.

Download SKILL.mdSave it as .claude/skills/bevy-enhanced-input/SKILL.md (or your agent's skills folder).
name
bevy-enhanced-input
description
Reference for bevy_enhanced_input — observer-based input manager with actions, contexts, bindings, conditions, modifiers, presets, and mocking.
metadata.crate
bevy_enhanced_input
metadata.bevy
0.19

Setup

toml
[dependencies]
bevy_enhanced_input = "0.26"
rust
use bevy_enhanced_input::prelude::*;

App::new()
    .add_plugins(EnhancedInputPlugin)
    .add_input_context::<Player>()
    .finish();

Core concepts

Three pillars: Actions, Bindings, Contexts.

  • Actions — what the player can do (Jump, Move, Fire). Defined as structs with #[derive(InputAction)].
  • Bindings — which physical inputs trigger an action (keyboard keys, mouse, gamepad).
  • Contexts — group of actions active in a given gameplay state (OnFoot, InVehicle). Registered via add_input_context.

Defining an action

rust
#[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.

Spawning a context with actions and bindings

rust
#[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],
        ),
    ]),
));

Reacting to actions (push-style via observers)

rust
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).

Reacting to actions (pull-style via queries)

rust
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.

Input conditions

Conditions control when an action triggers. Attached to actions or bindings.

rust
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 only
  • Release — triggers on release only
  • Hold — triggers after held for N seconds
  • HoldAndRelease — triggers on release after held for N seconds
  • Tap — press + release within a time window
  • Pulse — repeats every N seconds while held
  • Toggle — toggles on/off each press
  • Chord — requires multiple simultaneous inputs
  • Combo — requires sequential inputs in order
  • Cooldown — prevents re-triggering for N seconds
  • Flick — triggers on quick directional input
  • BlockBy — suppresses action while another action is firing
Show full SKILL.md (187 more words)Show less

Input modifiers

Modifiers transform the raw input value. Attached to actions or bindings.

rust
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 range
  • DeadZone — ignore near-zero values from analog inputs
  • DeltaScale — scale by delta time for frame-rate independence
  • ExponentialCurve — apply exponential response curve
  • LinearStep — stepped response
  • Negate — invert value
  • Scale — multiply by constant
  • SmoothNudge — smoothing
  • SwizzleAxis — reorder axis mapping (e.g., map mouse scroll Y to action X)
  • AccumulateBy — accumulate over time

Presets (common binding patterns)

rust
use 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 directions
  • Spatial — 2D spatial input (mouse position, touch)

Connect preset fields to separate binding slots for rebinding:

rust
Bindings::spawn((
    Cardinal { north: settings.forward, east: settings.right, south: settings.backward, west: settings.left },
));

Multiple contexts

Contexts define when actions are evaluated.

rust
#[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:

rust
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.

rust
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);
    }
}

Context priority

rust
commands.spawn((OnFoot, ContextPriority::<OnFoot>(10))); // higher = evaluated first

Default: reverse spawn order (most recently spawned context evaluated first).

Context activity and state integration

Sync contexts to Bevy states:

rust
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])]),
));

Action settings

rust
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],
));

Mocking actions (testing, AI, cutscenes, networking)

rust
// 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>();

Gamepad device binding

rust
commands.spawn((Player, GamepadDevice(Gamepad { id: 0 })));

Default: reads from all connected gamepads.

Action sources (UI blocking)

rust
fn pause_ui_actions(mut sources: ResMut<ActionSources>) {
    sources.block(Entity::PLACEHOLDER); // block actions while UI is focused
}

Logging / debugging

sh
RUST_LOG=bevy_enhanced_input=debug cargo run

Removing a context

rust
player.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

Files

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

Open the folder on GitHubat commit dd6f56b

Compare with similar skills

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.

Bevy Enhanced Input compared with similar skills
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Bevy Enhanced Input this skillnolantait/bevy-starter132—~2.4kAutomated safety check: PassMIT
Langsmith ObservabilityOrchestra-Research/AI-Research-SKILLs13k2 repos~2.4kAutomated safety check: PassMIT
ObservabilityBuilderIO/agent-native7.1k—~7.3kAutomated safety check: PassNone
Frontend Observabilitysickn33/agentic-awesome-skills47k1 repos~5.1kAutomated safety check: PassMIT
Ebpf Observabilitysickn33/agentic-awesome-skills47k2 repos~3.3kAutomated safety check: NotesMIT
Python Observabilitywshobson/agents40k—~1.8kAutomated safety check: PassMIT

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Questions about Bevy Enhanced Input

What does Bevy Enhanced Input do?

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.

How do I install Bevy Enhanced Input in Claude Code?

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.

How do I install Bevy Enhanced Input in Codex?

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.

Can I use Bevy Enhanced Input 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-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.

What does Bevy Enhanced Input need to run?

Going by SKILL.md and its folder, Bevy Enhanced Input needs the command-line tools its instructions call (cargo).

Does Bevy Enhanced Input 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 Enhanced Input 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 Enhanced Input use?

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.

How many tokens does Bevy Enhanced Input use?

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.

What are the alternatives to Bevy Enhanced Input?

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.

Who maintains Bevy Enhanced Input?

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.