Agent skill

Bevy Scenes

by nolantait in nolantait/bevy-starter

Reference for Bevy scenes — file-based world serialization via reflection, DynamicWorld, WorldInstanceSpawner, and DynamicWorldRoot.

MITAuto-check passed

Install Bevy Scenes

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

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

GitHub CLI
$ gh skill install nolantait/bevy-starter bevy-scenes --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-scenes .claude/skills/bevy-scenes && 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-scenes
GitHub stars
132
Token cost
~883 tokens
SKILL.md length
238 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Reference for Bevy scenes — file-based world serialization via reflection, DynamicWorld, WorldInstanceSpawner, and DynamicWorldRoot.

  • Works in 2 steps: Using the WorldInstanceSpawner resource… → Adding the DynamicWorldRoot component to…
  • SKILL.md covers World serialization, Saving a world, Loading a world and Component construction on load, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Bevy Scenes is an agent skill from nolantait/bevy-starter. Reference for Bevy scenes — file-based world serialization via reflection, DynamicWorld, WorldInstanceSpawner, and DynamicWorldRoot.

Its SKILL.md is about 880 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-scenes”

Workflow steps

2 steps, taken from the first numbered list in SKILL.md.

  1. Using the WorldInstanceSpawner resource with spawn_dynamic (deferred),
  2. Adding the DynamicWorldRoot component to an entity, which spawns the

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

    Links to these hosts (documentation or services it may open):

    • crates.io

    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 Scenes loads about 883 tokens when it runs. Until then it costs about 36 tokens; SKILL.md has 238 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~36
When it runs · the whole SKILL.md, loaded when a task matches
~883

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). 238 words, ~883 tokens.

Download SKILL.mdSave it as .claude/skills/bevy-scenes/SKILL.md (or your agent's skills folder).
name
bevy-scenes
description
Reference for Bevy scenes — file-based world serialization via reflection, DynamicWorld, WorldInstanceSpawner, and DynamicWorldRoot.
metadata.crate
bevy_scene
metadata.bevy
0.19

Bevy ships two scene systems: in-code Bevy Scene Notation (BSN, see the bevy-bsn skill) and file-based world serialization. This skill covers world serialization.

World serialization

The older format stores whole worlds in a file that is reinitialized when it is loaded. Worlds are saved into a .scn or .scn.ron file, based on Rusty Object Notation (RON).

DynamicWorld is the serializable representation: resources plus entities.

Saving a world

Save with DynamicWorld::serialize:

rust
fn save_scene_system(world: &mut World) {
  let dynamic_world = DynamicWorld::from_world(world);

  let type_registry = world.resource::<AppTypeRegistry>();
  let type_registry = type_registry.read();
  let serialized_world = dynamic_world.serialize(&type_registry).unwrap();
  info!("{}", serialized_world);

  // Writing to file: use a task so the filesystem call does not block a system.
  // This cannot work on WASM (no filesystem access).
  #[cfg(not(target_arch = "wasm32"))]
  IoTaskPool::get()
    .spawn(async move {
      File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
        .and_then(|mut file| file.write(serialized_world.as_bytes()))
        .expect("Error while writing world to file");
    })
    .detach();
}

Loading a world

When Bevy loads the file it deserializes it into components and entities. There are two ways to instantiate a DynamicWorld:

  1. Using the WorldInstanceSpawner resource with spawn_dynamic (deferred), spawn_dynamic_sync (immediate), or spawn_dynamic_as_child
  2. Adding the DynamicWorldRoot component to an entity, which spawns the world's entities as children of that entity

DynamicWorldRoot uses the WorldAssetLoader to deserialize everything:

rust
const SCENE_FILE_PATH: &str = "scene.scn.ron";

fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
  commands.spawn(DynamicWorldRoot(asset_server.load(SCENE_FILE_PATH)));
}

Once loaded, a WorldInstance component is added to the entity holding the scene root. It dereferences to the InstanceId of the spawned world, which can be passed to methods such as WorldInstanceSpawner::despawn_instance_sync. WorldInstanceReady fires once the world is fully loaded:

rust
fn despawn_scene(
  trigger: On<bevy::world_serialization::WorldInstanceReady>,
  mut spawner: ResMut<WorldInstanceSpawner>,
  world: &mut World,
) {
  spawner.despawn_instance_sync(world, &trigger.instance_id);
}

Component construction on load

When a component is deserialized, Bevy constructs it by trying, in order:

  1. Reflected FromReflect (generated by #[derive(Reflect)])
  2. Reflected Default plus apply
  3. Finally reflected FromWorld

FromWorld is a fallback that lets you customize initialization using the current world's resources, and it only participates if you add #[reflect(FromWorld)] to the type:

rust
impl FromWorld for ComponentB {
  fn from_world(world: &mut World) -> Self {
    let time = world.resource::<Time>();
    ComponentB {
      _time_since_startup: time.elapsed(),
      value: "Default Value".to_string(),
    }
  }
}

Required setup

  • Components must #[derive(Reflect)] for auto-registration
  • #[reflect(skip_serializing)] excludes fields from serialization

© 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-scenes of nolantait/bevy-starter.

Open the folder on GitHubat commit dd6f56b

Compare with similar skills

Bevy Scenes 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 Scenes compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Bevy Scenes this skillnolantait/bevy-starter132—~883Automated safety check: PassMIT
Threejs World Generationcalesthio/OpenMontage66k—~2kAutomated safety check: PassAGPL-3.0
Audit Serializationben-manes/caffeine18k—~364Automated safety check: PassApache-2.0
Scene Menu BarPostHog/posthog40k—~3.2kAutomated safety check: PassCustom licence
SerializationAaronontheweb/dotnet-skills1.2k1 repos~2.7kAutomated safety check: PassMIT
Scenesautonomous-ai/openharness1.2k—~4.7kAutomated safety check: PassMIT

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  • Scenes

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All 24 skills in this repo
  • Bevy Events

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  • Bevy Assets

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  • Bevy Audio

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  • Bevy Bsn

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

    132 GitHub stars~1.1k tokensUpdated yesterday
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  • Bevy Cameras

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Questions about Bevy Scenes

What does Bevy Scenes do?

Reference for Bevy scenes — file-based world serialization via reflection, DynamicWorld, WorldInstanceSpawner, and DynamicWorldRoot. Bevy Scenes is an agent skill from nolantait/bevy-starter. Reference for Bevy scenes — file-based world serialization via reflection, DynamicWorld, WorldInstanceSpawner, and DynamicWorldRoot.

How do I install Bevy Scenes in Claude Code?

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

How do I install Bevy Scenes in Codex?

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

Can I use Bevy Scenes 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-scenes -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-scenes, .gemini/skills/bevy-scenes, .github/skills/bevy-scenes and .opencode/skills/bevy-scenes in your project.

What does Bevy Scenes need to run?

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

Does Bevy Scenes access the network?

SKILL.md names 1 domain. As links in the text: crates.io. This is read from the text; nothing was executed.

Is Bevy Scenes 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 Scenes use?

Bevy Scenes 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 Scenes use?

About 883 tokens (SKILL.md is roughly 3.5k 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 Scenes?

Skills that share tags, products or a category with Bevy Scenes: Threejs World Generation (calesthio/OpenMontage, 66k stars), Audit Serialization (ben-manes/caffeine, 18k stars), Scene Menu Bar (PostHog/posthog, 40k stars) and Serialization (Aaronontheweb/dotnet-skills, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Bevy Scenes?

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.