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.
npx skills add batihandev/unity-mcp-skills --skill physicsgit clone --depth 1 https://github.com/batihandev/unity-mcp-skillsWrote 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/skills/batihandev/unity-mcp-skills/physics)<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/physics"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/physics.svg" alt="Measured on agentmods" 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 | $0.00020 | $0.01588 |
| Opus 5 | $0.00010 | $0.00794 |
| Sonnet 5 | $0.00004 | $0.00318 |
| Haiku 4.5 | $0.00002 | $0.00159 |
Grade A, and why
unity-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 7d 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.
This is a copy
89% identical to unity-physics — 49 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 172 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Physics Skills
Overview
Raycasts, overlap checks, and gravity settings.
Common Mistakes
DO NOT (common hallucinations):
physics_add_rigidbody/physics_add_colliderdo not exist → usecomponent_addwith componentType "Rigidbody"/"BoxCollider"/etc.physics_simulatedoes not exist → physics simulation runs during Play mode- Raycast results use world-space coordinates
Routing:
- For adding physics components → use
componentmodule - For physics material → use
physics_create_material(this module) - For layer collision matrix →
physics_set_layer_collision(this module)
Skills
physics_raycast
Cast a ray and get hit info. Parameters:
originX,originY,originZ(float): Origin point.dirX,dirY,dirZ(float): Direction vector.maxDistance(float, optional): Max distance (default 1000).layerMask(int, optional): Layer mask (default -1).
Returns: { hit: true, collider: "Cube", distance: 5.2, ... }
physics_check_overlap
Check for colliders in a sphere. Parameters:
x,y,z(float): Center point.radius(float): Sphere radius.layerMask(int, optional): Layer mask.
physics_get_gravity
Get global gravity setting. Parameters: None.
physics_set_gravity
Set global gravity setting. Parameters:
x,y,z(float): Gravity vector (e.g. 0, -9.81, 0).
physics_raycast_all
Cast a ray and return ALL hits (penetrating).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| originX | float | Yes | - | Ray origin X |
| originY | float | Yes | - | Ray origin Y |
| originZ | float | Yes | - | Ray origin Z |
| dirX | float | Yes | - | Direction X |
| dirY | float | Yes | - | Direction Y |
| dirZ | float | Yes | - | Direction Z |
| maxDistance | float | No | 1000 | Max ray distance |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { count, hits: [{ objectName, instanceId, path, point, normal, distance }] }
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.
- 7d ago First seen · 172 lines · 20 tokens per session scan A 13612848b656
unity-physics is a skill published in the GitHub repository batihandev/unity-mcp-skills (5 stars, last pushed 1mo ago), licensed MIT. It adds 20 tokens to every session and 1,588 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to unity-physics, differing in 49 lines, and is treated as a copy.
Other skills, from other repositories
game-opportunity
A research workflow for finding promising opportunities to build small game websites. It checks new game names, search demand, competition, recent trends, and whether a playable game exists.
reversing-unity-il2cpp
Reverse engineer Unity games and apps built with IL2CPP or Mono, using Il2CppDumper, Il2CppInspector, and dnSpy. Use when an APK or IPA contains global-metadata.dat, libil2cpp.so, UnityFramework, or Assembly-CSharp.dll, when jadx shows only UnityPlayerActivity, or when the target is described as a Unity build.
hz-unity-meta-mixed-reality-utility-kit
Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting against room geometry…
hz-unity-meta-movement-sdk-retargeting
Set up and tweak Meta Movement SDK (MSDK) retargeting for a character model. Use this whenever the user wants to retarget a humanoid FBX/prefab for Meta Quest body tracking, generate a retargeting config, or hand-edit the resulting .json (fix known-joint mappings, exclude joints from auto-mapping, rename target…
hz-vr-debug
Debugs Meta Quest and Horizon OS VR/MR applications using the metavr CLI — view logs, capture screenshots, diagnose common issues. Use when troubleshooting crashes, errors, or unexpected behavior on Quest devices.
hz-unity-placement
Ensures accurate object placement in Unity projects targeting Meta Quest and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects.