Threejs World Generation
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
Reference for Bevy scenes — file-based world serialization via reflection, DynamicWorld, WorldInstanceSpawner, and DynamicWorldRoot.
$ npx skills add nolantait/bevy-starter --skill bevy-scenes -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nolantait/bevy-starter bevy-scenes --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-scenes .claude/skills/bevy-scenes && 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-scenes" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-scenes into .claude/skills/bevy-scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-scenes", 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-scenesType 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-scenes -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nolantait/bevy-starter bevy-scenes --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-scenes .agents/skills/bevy-scenes && 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-scenes" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-scenes into .agents/skills/bevy-scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-scenes", 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-scenes -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nolantait/bevy-starter bevy-scenes --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-scenes .cursor/skills/bevy-scenes && 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-scenes" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-scenes into .cursor/skills/bevy-scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-scenes", 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-scenes--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-scenes -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nolantait/bevy-starter bevy-scenes --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-scenes .gemini/skills/bevy-scenes && 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-scenes" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-scenes into .gemini/skills/bevy-scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-scenes", 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-scenesInstalls 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-scenes -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-scenes .github/skills/bevy-scenes && 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-scenes" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-scenes into .github/skills/bevy-scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-scenes", 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-scenes -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-scenes --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-scenes .opencode/skills/bevy-scenes && 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-scenes" agent skill from https://github.com/nolantait/bevy-starter/tree/master/.agents/skills/bevy-scenes into .opencode/skills/bevy-scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "bevy-scenes", 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-scenesReference 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.
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.
2 steps, taken from the first numbered list in SKILL.md.
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).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
crates.ioFrom 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 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.
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). 238 words, ~883 tokens.
.claude/skills/bevy-scenes/SKILL.md (or your agent's skills folder).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.
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.
Save with DynamicWorld::serialize:
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();
}When Bevy loads the file it deserializes it into components and entities. There
are two ways to instantiate a DynamicWorld:
WorldInstanceSpawner resource with spawn_dynamic (deferred),
spawn_dynamic_sync (immediate), or spawn_dynamic_as_childDynamicWorldRoot component to an entity, which spawns the
world's entities as children of that entityDynamicWorldRoot uses the WorldAssetLoader to deserialize everything:
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:
fn despawn_scene(
trigger: On<bevy::world_serialization::WorldInstanceReady>,
mut spawner: ResMut<WorldInstanceSpawner>,
world: &mut World,
) {
spawner.despawn_instance_sync(world, &trigger.instance_id);
}When a component is deserialized, Bevy constructs it by trying, in order:
FromReflect (generated by #[derive(Reflect)])Default plus applyFromWorldFromWorld 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:
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(),
}
}
}#[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
Just SKILL.md in .agents/skills/bevy-scenes of nolantait/bevy-starter.
Open the folder on GitHubat commit dd6f56b
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Bevy Scenes this skillnolantait/bevy-starter | 132 | — | ~883 | Automated safety check: Pass | MIT | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 | |
| Audit Serializationben-manes/caffeine | 18k | — | ~364 | Automated safety check: Pass | Apache-2.0 | |
| Scene Menu BarPostHog/posthog | 40k | — | ~3.2k | Automated safety check: Pass | Custom licence | |
| SerializationAaronontheweb/dotnet-skills | 1.2k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Scenesautonomous-ai/openharness | 1.2k | — | ~4.7k | Automated safety check: Pass | MIT |
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
ben-manes/caffeine
Audit serialization proxy correctness and round-trip safety. An agent skill from ben-manes/caffeine.
PostHog/posthog
Conventions for adding or editing the SceneMenuBar above a scene's <SceneTitleSection.
Aaronontheweb/dotnet-skills
Choose the right serialization format for .NET applications.
autonomous-ai/openharness
A skill your agent uses when working with Phaser 4 scenes. An agent skill from autonomous-ai/openharness.
chatfire-AI/huobao-drama
Writes the final image prompt for a clear wide establishing shot of an empty scene, fixing foreground, midground, background, exits, floor, walls and key furnishings.
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 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.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Bevy Scenes is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: crates.io. 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 Scenes is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
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.
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.
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.