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 wave5-collision-filter-layer-maskinggit 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/wave5-collision-filter-layer-masking)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-collision-filter-layer-masking"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-collision-filter-layer-masking/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/wave5-collision-filter-layer-masking"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-collision-filter-layer-masking.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 | $0.00946 |
| Opus 5.5 | $0.00015 | $0.00378 |
| Sonnet 5.5 | $0.00008 | $0.00189 |
| Haiku 4.5 | $0.00004 | $0.00095 |
Grade A, and why
wave5-collision-filter-layer-masking 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 — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Collision Filter Layer Masking
Intent
Control which physics bodies interact with each other and with spatial queries using CollisionFilter bitmask layer assignment, reducing broadphase pairs and query false positives.
Use When
- Physics simulation should exclude certain body pairs (enemies don't collide with each other, bullets pass through allies)
- Spatial queries should hit only specific layers
- Performance optimization in dense scenes by reducing broadphase pairs
Avoid When
- Only 2-3 bodies need selective collision — trigger-only colliders or kinematic bodies may be simpler
- More than 32 distinct layer categories needed — CollisionFilter has exactly 32 bits
Senior Pattern
// Define layer constants in one shared location:
public static class PhysicsLayer
{
public const uint Ground = 1u << 0;
public const uint Player = 1u << 1;
public const uint Enemy = 1u << 2;
public const uint Projectile = 1u << 3;
public const uint Trigger = 1u << 4;
}
// Interaction rule: A and B interact iff:
// (A.BelongsTo & B.CollidesWith) != 0 AND (B.BelongsTo & A.CollidesWith) != 0
// Query-time filter — projectile only hits ground and enemies:
var input = new RaycastInput
{
Start = origin,
End = origin + direction * 100f,
Filter = new CollisionFilter
{
BelongsTo = PhysicsLayer.Projectile,
CollidesWith = PhysicsLayer.Ground | PhysicsLayer.Enemy,
GroupIndex = 0
}
};
physicsWorld.CollisionWorld.CastRay(input, out RaycastHit hit);
// Authoring-time — set on PhysicsCollider via Baker:
public override void Bake(ProjectileAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new PhysicsCollider
{
Value = Unity.Physics.BoxCollider.Create(
geometry,
new CollisionFilter
{
BelongsTo = PhysicsLayer.Projectile,
CollidesWith = PhysicsLayer.Ground | PhysicsLayer.Enemy,
GroupIndex = 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 · 94 lines · 38 tokens per session scan A db0d6a4a06bf
wave5-collision-filter-layer-masking 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 946 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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