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/bevy-toolkit

Bevy workflows for ECS, migrations, first-party UI/input/rendering/assets/shaders, plugin selection, scenes, scheduling, hot reloading, streamed-world expansion, world authoring, diagnostics, validation, and BRP/MCP control. Use when building, debugging, profiling, testing,

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khanelinix
34750 skills10 agents6 commands
Install
$ npx -y skills add khaneliman/khanelinix --skill bevy-toolkit --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/bevy-toolkit

Context preview

The summary Claude sees to decide when to auto-load this skill.

Bevy workflows for ECS, migrations, first-party UI/input/rendering/assets/shaders, plugin selection, scenes, scheduling, hot reloading, streamed-world expansion, world authoring, diagnostics, validation, and BRP/MCP control. Use when building, debugging, profiling, testing,

SKILL.md

bevy-toolkit.SKILL.md
name: bevy-toolkit
description: Bevy workflows for ECS, migrations, first-party UI/input/rendering/assets/shaders, plugin selection, scenes, scheduling, hot reloading, streamed-world expansion, world authoring, diagnostics, validation, and BRP/MCP control. Use when building, debugging, profiling, testing, editing, migrating, or automating native Bevy apps.
metadata:
  disable-model-selection: "true"

Bevy Toolkit

Route Bevy work by engine concern and live-runtime need. Keep general Rust, Cargo, unsafe, and allocator decisions in `rust-toolkit`.

Start Here

1. Read contributor instructions, `Cargo.toml`, `Cargo.lock`, enabled Bevy features, development-only plugins, and repository-native launch/check scripts. 2. Confirm locked Bevy version before using API examples or migration advice. 3. For live work, inspect existing process and BRP status before launching another game. Prefer MCP lifecycle tools; use `scripts/brp-control.py` for deterministic direct-BRP calls and repository automation. 4. Use `brp_type_guide` before constructing or mutating reflected component or resource values. 5. Pick one primary route below. Load another reference only when work crosses its boundary.

Routing

1. **ECS and plugin architecture**: components/resources, query data shape, plugin ownership, relationships, scenes, and headless composition. Read [architecture.md](references/architecture.md). 2. **states and scheduling**: lifecycle setup/teardown, state-scoped entities, system sets, deferred commands, events/messages, and observers. Read [lifecycle-and-scheduling.md](references/lifecycle-and-scheduling.md). 3. **MCP and BRP**: app setup, target discovery, launch/status/logs, type introspection, queries, mutations, watches, input, screenshots, and cleanup. Read [mcp-and-brp.md](references/mcp-and-brp.md). 4. **runtime automation**: direct JSON-RPC script, deterministic control loops, window/headless handling, capture freshness, and process ownership. Read [runtime-control.md](references/runtime-control.md). 5. **performance and validation**: schedule/system profiling, archetype churn, GPU/frame diagnostics, minimal-app tests, visual proof, and build iteration. Read [performance-and-validation.md](references/performance-and-validation.md). 6. **ecosystem selection**: third-party crate compatibility, architecture fit, target/backend support, maintenance risk, and bounded integration spikes. Read [ecosystem-selection.md](references/ecosystem-selection.md). 7. **world authoring and iteration**: feedback-loop selection, source-of-truth ownership, transactional reload, editor/DCC bridges, and persisted edits. Read [authoring-pipelines.md](references/authoring-pipelines.md). 8. **Bevy migrations**: locked-version intake, chained release guides, dependency/plugin compatibility, scene/assets/reflection/BRP checkpoints, rollback boundaries, and target matrices. Read [migration.md](references/migration.md). 9. **first-party feature construction**: UI layout/focus/accessibility/text, input mapping/controllers, cameras/windows, main/render-world boundaries, assets/shaders, and headless versus visual proof. Read [feature-construction.md](references/feature-construction.md). 10. **hot reload and streamed worlds**: asset watching, scene/world reload semantics, chunk lifecycle, model/view persistence, stale async work, code hotpatching, and reload stress tests. Read [hot-reload-and-streaming.md](references/hot-reload-and-streaming.md).

Core Rules

  • Keep BRP and debug tooling opt-in for development unless product requirements

explicitly need remote control. Bind local probes to loopback by default.

  • Query and record pre-state before mutation. Mutate the narrowest reflected

path, read back, capture evidence, and restore temporary changes.

  • Treat live editor and BRP mutations as ephemeral unless an explicit authoring

command persists them to source-owned data.

  • Treat tool success and fresh image hashes as transport proof, not visual or

gameplay correctness. Inspect resulting state and pixels.

  • Never silently upgrade Bevy or third-party plugins to match newer examples.
  • Prefer source-owned headless/framebuffer probes. If using a native window,

size the compositor surface before trusting coordinates or screenshots.

Cross-Skill Boundaries

  • Use `rust-toolkit` for Cargo/workspace, API, typestate, concurrency, unsafe,

and non-Bevy performance work.

  • Use `memory-profiler` for heap leaks, OOM, or allocator forensics.
  • Use `develop-web-game` only for browser-hosted games; native Bevy uses this

skill.

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