Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/physics)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/physics"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/physics/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/physics"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/physics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00010 | $0.00717 |
| Opus 5.5 | $0.00004 | $0.00287 |
| Sonnet 5.5 | $0.00002 | $0.00143 |
| Haiku 4.5 | $0.00001 | $0.00072 |
Grade A, and why
physics scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/physics
Physics configuration, simulation, debugging, and optimization for Godot PhysicsServer3D.
Trigger
/physics [action] [target]
Actions
configure
Set up physics bodies, collision layers, and materials.
/physics configure "collision layer table for player, enemy, projectile, trigger"
/physics configure "character controller with floor snap and slope handling"
/physics configure "rigidbody crate with physics material for bounce and friction"
Output: CollisionLayer constants, body type selection rationale, PhysicsMaterial configuration.
simulate
Implement physics-driven gameplay mechanics.
/physics simulate "destructible prop that breaks into debris on high impact"
/physics simulate "hinged door that opens with physics impulse"
/physics simulate "conveyor belt that pushes rigidbodies"
/physics simulate "rope simulation with chain of rigid bodies and joints"
Output: Typed GDScript with physics body configuration, force application, joint setup.
debug
Diagnose physics problems.
/physics debug "character falls through floor at high speed"
/physics debug "rigidbody objects jitter when stacked"
/physics debug "player getting stuck on stairs"
/physics debug "collision layers not working, enemies pass through player"
Output: Root cause analysis, fix code, layer/mask table audit.
optimize
Reduce physics performance overhead.
/physics optimize "200 physics bodies causing frame drops"
/physics optimize "too many contact events per frame"
/physics optimize "NavMesh + physics causing double work for AI"
Output: Body reduction strategy, sleep threshold tuning, collision mask optimization.
Examples
Designing collision layer table:
/physics configure "collision layers for: player, enemy, projectile, pickup, trigger, vehicle"
Produces: Layer constants table, body assignment table (who is what, who sees what), rationale for each mask choice.
Character falls through floor:
/physics debug "CharacterBody3D occasionally falls through floor when moving fast"
Root cause: velocity too high for collision step; character moves further than floor thickness in one frame. Fixes:
- Enable CCD for fast-moving scenarios
- Increase physics tick rate (Project Settings > physics_fps to 120)
- Add floor sweep margin:
floor_snap_length = 0.3
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 15d ago First seen · 96 lines · 10 tokens per session scan A 53ddeb18bc19
physics is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 10 tokens to every session and 717 once invoked, about $0.0000 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.
Other commands, from other repositories
build-and-compilation
These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…
animation
Author animation assets: AnimationClips (and their float curves), AnimatorControllers (parameters, layers, states, transitions), and Timeline assets. Create commands write under the authoring root and follow the shared confirm/dryrun convention.
assets-and-files
Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…
gameobjects-and-components
Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…
project-settings
Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…
baking
Bake and clear precomputed scene data: lightmaps, NavMesh, and occlusion culling. Each bake runs asynchronously (returns immediately) — poll the matching bakestatus until completed. The clear commands are destructive and require confirm=true. The getsettings / setsettings pairs read and tune the bake parameters.