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 physicsgit 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/physics)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/physics"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/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.
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/physics"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/physics.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 | $0.00136 | $0.02240 |
| Opus 5.5 | $0.00054 | $0.00896 |
| Sonnet 5.5 | $0.00027 | $0.00448 |
| Haiku 4.5 | $0.00014 | $0.00224 |
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 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.
This is a copy
86% identical to unity-physics — 36 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 — 197 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Physics Skills
Editor-time physics queries (raycast / overlap), gravity, PhysicMaterial assets, and layer collision matrix.
Operating Mode
- Approval(默认):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_colliderdo not exist → usecomponent_addwith componentType "Rigidbody"/"BoxCollider"/etc.physics_simulatedoes 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
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).
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 · 197 lines · 136 tokens per session scan A db2724e3d006
unity-physics is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 136 tokens to every session and 2,240 once invoked, about $0.0005 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 86% identical to unity-physics, differing in 36 lines, and is treated as a copy.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.