unity-physics

unity-physics is a skill for Claude Code, Codex from Besty0728/Unity-Skills. It costs 11 tokens per session (2,241 once invoked), scanned A, original, MIT.

A set of Unity Editor tools for checking game physics and changing physics settings. It can query rays, overlaps, and colliders, and work with gravity, physical-material assets, and layer collision rules.

In plain words
What is it for?
Use it to cast rays, test overlapping objects, inspect colliders, change gravity, create or assign physical materials, and configure which layers collide.
Why use it?
It lets you inspect or adjust physics without starting a full gameplay simulation; actual moving-body simulation happens only in Unity Play mode.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/besty0728/unity-skills/physics
Any agent
npx skills add Besty0728/Unity-Skills --skill physics
Clone the repo
git clone --depth 1 https://github.com/Besty0728/Unity-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/besty0728/unity-skills/physics.svg)](https://agentmods.dev/skills/besty0728/unity-skills/physics)
Your own site
<a href="https://agentmods.dev/skills/besty0728/unity-skills/physics"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/physics.svg" alt="Measured on agentmods" height="20"></a>
Per session 11 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,241 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00011 $0.02241
Opus 5 $0.00005 $0.01120
Sonnet 5 $0.00002 $0.00448
Haiku 4.5 $0.00001 $0.00224

Measured 3d ago against content hash 55d0ca33d392, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 3d 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

Copies of this mod

1 near-identical copy found in the catalogue:

SkillsForUnity/unity-skills~/skills/physics/SKILL.md · 205 lines

How it starts

The opening of the file, as written. The whole thing — 205 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Casting rays
  • Testing overlaps
  • Querying colliders
  • Adjusting gravity/physics settings
  • 发射射线、检测重叠、查询碰撞体、调整重力/物理设置

Physics Skills

Editor-time physics queries (raycast / overlap), gravity, PhysicMaterial assets, and layer collision matrix.

Operating Mode

  • Approval:查询类 skill(physics_raycast / physics_check_overlap / physics_get_gravity / physics_get_layer_collision 等,源码标 SkillMode.SemiAuto)直接执行;变更类(physics_set_gravity / physics_create_material / physics_set_material / physics_set_layer_collision,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass:所有 skill 直接执行;Auto 走 AI 自我评估,Bypass 全放行。
  • 本模块不含 Delete / PlayMode / Reload / 高危 skill,无 Bypass-only 拦截项。
  • 注意:所有 skill 都在编辑器线程同步运行。真实物理模拟(积分、碰撞响应)仅在 Play mode 下推进;本模块只做单帧 query + 资产/全局设置写入,不会启动模拟。

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; this module does not step the simulation
  • 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).

Read the full file on GitHub · 205 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. 3d ago First seen · 205 lines · 11 tokens per session scan A 55d0ca33d392

Subscribe to this mod's changes

unity-physics is a skill published in the GitHub repository Besty0728/Unity-Skills (1,698 stars, last pushed today), licensed MIT. It adds 11 tokens to every session and 2,241 once invoked, about $0.0001 per session on Opus 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 2026-08-30.

Related

Other skills, from other repositories

jupyter-notebook

Iterative Python via live Jupyter kernel (hamelnb).

NousResearch/hermes-agent · 18 tokens

maps-geography

Accurate maps from real geo data — use for any map, or whenever geography would make a good graphic for a deliverable.

asgeirtj/system_prompts_leaks · 29 tokens

hatch-pet-v1

Create, repair, validate, preview, and package legacy Codex v1 animated pet spritesheets from character art, screenshots, generated images, or visual references. Use when a project requires the 8x9, 1536x1872 pet contract with transparent unused cells, row-by-row animation prompts, QA contact sheets, preview videos…

legeling/awesome-codex-pet · 107 tokens

terrain-data

Generate heightmaps, map reference images, and water feature splines (rivers, lakes, oceans) from real-world geographic data (terraindata tool). Use when the user asks to build terrain from a real location/coordinates, download a real-world heightmap, or add rivers/lakes/oceans from map data. Downloads Mapbox tiles…

kevinpbuckley/VibeUE · 86 tokens

godot-physics

Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces…

gamedev-skills/awesome-gamedev-agent-skills · 104 tokens

unity-physics

Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce…

gamedev-skills/awesome-gamedev-agent-skills · 82 tokens