fixed-step-simulation

fixed-step-simulation is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 38 tokens per session (610 once invoked), scanned A, original, MIT.

A Unity game-simulation pattern that runs selected systems at a fixed time interval instead of once per changing render frame.

In plain words
What is it for?
Use it for physics, network prediction, fixed-rate game logic, and simulations that need a known time step.
Why use it?
It prevents variable frame rates from changing physics or gameplay results and supports deterministic simulation and replay.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for physics, network prediction, fixed-rate game logic, and simulations that need a known time step.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/fixed-step-simulation
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 dyCuong03/unity-agent-team --skill fixed-step-simulation
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

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 fixed-step-simulation

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/fixed-step-simulation/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/fixed-step-simulation)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/fixed-step-simulation"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/fixed-step-simulation/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 fixed-step-simulation

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/fixed-step-simulation"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/fixed-step-simulation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 610 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 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 5.1 $0.00038 $0.00610
Opus 5.5 $0.00015 $0.00244
Sonnet 5.5 $0.00008 $0.00122
Haiku 4.5 $0.00004 $0.00061

Measured 11d ago against content hash 4d8343239df9, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

fixed-step-simulation 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 11d 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.

.claude/skills/unity-dots/fixed-step-simulation/SKILL.md · 62 lines

How it starts

The opening of the file, as written. The whole thing — 62 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Fixed-Step Simulation

Intent

Run a subset of systems at a fixed timestep decoupled from the variable render framerate, ensuring deterministic simulation, correct physics integration, and frame-rate-independent gameplay.

Use When

Physics simulation, game logic that must tick at a known rate (e.g., 30Hz/60Hz), network prediction, deterministic replay. Any system where variable DeltaTime produces wrong results.

Avoid When

Visual/presentation systems, render-rate interpolation, and UI updates — these should run in SimulationSystemGroup or PresentationSystemGroup at variable rate.

Senior Pattern

  • [UpdateInGroup(typeof(FixedStepSimulationSystemGroup))] on the system.
  • SystemAPI.Time.DeltaTime inside this group returns the fixed delta (not the render delta).
  • Systems in this group may run zero or multiple times per render frame (catch-up).
  • Fixed-step state read by variable-rate systems requires explicit snapshot/interpolation.

Code Template

[BurstCompile]
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
public partial struct PhysicsIntegrationSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        float fixedDt = SystemAPI.Time.DeltaTime;  // fixed delta, not render delta
        state.Dependency = new IntegrateJob
        {
            DeltaTime = fixedDt
        }.ScheduleParallel(state.Dependency);
    }
}

Anti-Patterns

  • Using SystemAPI.Time.ElapsedTime in a fixed-step system and assuming it matches wall-clock time — it tracks fixed-step accumulated time, which diverges from render time during catch-up.
  • Spawning entities in a fixed-step system and immediately querying them in a render-rate system in the same render frame — the entities may not be visible yet.
  • Mixing SystemAPI.Time.DeltaTime from inside FixedStepSimulationSystemGroup with render-rate state — time source mismatch.

Runtime Risks

  • Frame rate drops below fixed rate: multiple fixed steps run per render frame — CPU spike risk.
  • Shared state written by fixed-step and read by render-rate systems: torn state visible in the renderer.

Read the full file on GitHub · 62 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. 11d ago First seen · 62 lines · 38 tokens per session scan A 4d8343239df9

Subscribe to this mod's changes

fixed-step-simulation is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 38 tokens to every session and 610 once invoked, about $0.0002 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 2026-10-02.

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