unity-physics

unity-physics is a skill for Claude Code, Codex from batihandev/unity-mcp-skills. It costs 20 tokens per session (1,588 once invoked), scanned A, a copy of unity-physics, MIT.

Unity game-physics tools for casting rays, checking which objects overlap a sphere, and reading or changing gravity settings.

In plain words
What is it for?
Use them for line-of-sight checks, detecting nearby colliders, reading gravity, creating physics materials, and setting which layers can collide.
Why use it?
They provide the specific physics checks and settings needed to detect objects and control how things fall in a Unity game.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use them for line-of-sight checks, detecting nearby colliders, reading gravity, creating physics materials, and setting which layers can collide.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/batihandev/unity-mcp-skills/physics
Install

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.

Any agent
npx skills add batihandev/unity-mcp-skills --skill physics
Clone the repo
git clone --depth 1 https://github.com/batihandev/unity-mcp-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for unity-physics

README.md
[![agentmods](https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/physics/github.svg)](https://agentmods.dev/skills/batihandev/unity-mcp-skills/physics)
Your own site
<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/physics"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/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.

agentmods 80×15 button for unity-physics

Your own site · 80×15
<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="Reviewed on agentmods" width="80" height="20"></a>
Per session 20 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,588 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 89% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00020 $0.01588
Opus 5.5 $0.00008 $0.00635
Sonnet 5.5 $0.00004 $0.00318
Haiku 4.5 $0.00002 $0.00159

Measured 1mo ago against content hash 13612848b656, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 1mo 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.

Origin

This is a copy

89% identical to unity-physics — 51 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.

skills/physics/SKILL.md · 172 lines

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_collider do not exist → use component_add with componentType "Rigidbody"/"BoxCollider"/etc.
  • physics_simulate does not exist → physics simulation runs during Play mode
  • Raycast results use world-space coordinates

Routing:

  • For adding physics components → use component module
  • 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 }] }

Read the full file on GitHub · 172 lines

Changes

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.

  1. 1mo ago First seen · 172 lines · 20 tokens per session scan A 13612848b656

Subscribe to this mod's changes

unity-physics is a skill published in the GitHub repository batihandev/unity-mcp-skills (6 stars, last pushed 12d ago), licensed MIT. It adds 20 tokens to every session and 1,588 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 89% identical to unity-physics, differing in 51 lines, and is treated as a copy.

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