unity-physics

unity-physics is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 136 tokens per session (2,240 once invoked), scanned A, a copy of unity-physics, MIT.

A Unity editor skill for checking and configuring game physics, including raycasts, overlap checks, gravity, physics materials, and layer collision settings. A raycast is a line-based check for objects, while an overlap check finds objects inside a shape; it does not run the game's full physics simulation.

In plain words
What is it for?
It is for checking collisions, gravity, physics materials, and layer interactions in the Unity editor, and for changing supported physics settings.
Why use it?
It lets an agent inspect physics and make approved settings changes without pretending to simulate gameplay. Changes that alter settings require user approval unless automatic bypass modes are enabled.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit It is for checking collisions, gravity, physics materials, and layer interactions in the Unity editor, and for changing supported physics settings.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/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 dyCuong03/unity-agent-team --skill physics
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 unity-physics

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/physics/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/physics)
Your own site
<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.

agentmods 80×15 button for unity-physics

Your own site · 80×15
<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>
Per session 136 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,240 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 86% 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 $0.00136 $0.02240
Opus 5.5 $0.00054 $0.00896
Sonnet 5.5 $0.00027 $0.00448
Haiku 4.5 $0.00014 $0.00224

Measured 11d ago against content hash db2724e3d006, 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 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.

Origin

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.

.claude/skills/unity-skills/skills/physics/SKILL.md · 197 lines

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_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).

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).

Read the full file on GitHub · 197 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 · 197 lines · 136 tokens per session scan A db2724e3d006

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

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.

IvanMurzak/Unity-MCP · 49 tokens

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).

IvanMurzak/Unity-MCP · 59 tokens

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…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

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.

OpenDCAI/GameFactory-3A · 0 tokens