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 dyCuong03/unity-agent-team --skill fixed-step-simulationgit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote 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/dycuong03/unity-agent-team/fixed-step-simulation)<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.
<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>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 | $0.00038 | $0.00610 |
| Opus 5.5 | $0.00015 | $0.00244 |
| Sonnet 5.5 | $0.00008 | $0.00122 |
| Haiku 4.5 | $0.00004 | $0.00061 |
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.
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.DeltaTimeinside 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.ElapsedTimein 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.
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.
- 11d ago First seen · 62 lines · 38 tokens per session scan A 4d8343239df9
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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