wave5-fixed-step-simulation-system-group

wave5-fixed-step-simulation-system-group is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 39 tokens per session (812 once invoked), scanned A, original, MIT.

A Unity ECS scheduling pattern that places physics-related systems in the fixed-step simulation group, with explicit ordering before or after the physics solver. A fixed step runs at a consistent simulation interval rather than once per rendered frame.

In plain words
What is it for?
Use it for forces and other physics-state changes before solving, or for reading collision and contact results after the solver completes.
Why use it?
It prevents physics updates from running at the wrong time or with inconsistent timing, which can produce incorrect simulation results.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for forces and other physics-state changes before solving, or for reading collision and contact results after the solver completes.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave5-fixed-step-simulation-system-group
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 wave5-fixed-step-simulation-system-group
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

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README.md
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Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 812 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 $0.00039 $0.00812
Opus 5.5 $0.00016 $0.00325
Sonnet 5.5 $0.00008 $0.00162
Haiku 4.5 $0.00004 $0.00081

Measured 11d ago against content hash f53e83e2b6a7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave5-fixed-step-simulation-system-group 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/wave5-fixed-step-simulation-system-group/SKILL.md · 70 lines

How it starts

The opening of the file, as written. The whole thing — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Fixed-Step Simulation System Group — Physics Ordering

Intent

Schedule physics-affecting and fixed-rate simulation systems inside FixedStepSimulationSystemGroup with correct ordering relative to PhysicsSystemGroup and its sub-groups.

Use When

  • Any system writes PhysicsVelocity, PhysicsCollider, or other physics state for the physics solver
  • Simulation logic that must run at a fixed timestep regardless of render frame rate
  • Reading physics solver results (collision events, contact data) after the solver completes

Avoid When

  • System is rendering-dependent (visual effects, camera) — use SimulationSystemGroup or PresentationSystemGroup
  • System reads physics results but doesn't affect physics — can run in SimulationSystemGroup after completing physics dependency

Senior Pattern

// Pre-solve forces — run before physics world is built and solved:
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateBefore(typeof(PhysicsSystemGroup))]
[BurstCompile]
public partial struct PreSolveForceSystem : ISystem { ... }

// Post-solve event processing — run after solver emits events:
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]   // PhysicsSimulationGroup, NOT PhysicsSystemGroup
[BurstCompile]
public partial struct PostSolveEventSystem : ISystem { ... }

Execution order inside FixedStepSimulationSystemGroup:

→ [UpdateBefore(PhysicsSystemGroup)]         ← custom force/impulse systems
→ PhysicsSystemGroup
    → PhysicsBuildWorldGroup                 ← builds collision world from transforms + colliders
    → PhysicsSimulationGroup                 ← runs solver, emits trigger/collision events
→ [UpdateAfter(PhysicsSimulationGroup)]      ← event processing (trigger/collision results)

Anti-Patterns

  • [UpdateAfter(PhysicsSystemGroup)] for event processing — PhysicsSystemGroup encompasses build+simulation+cleanup; use PhysicsSimulationGroup for reading solver results before cleanup.
  • SystemAPI.Time.DeltaTime inside fixed-step group — equivalent to fixedDeltaTime but using fixedDeltaTime makes intent explicit.
  • Expensive structural changes (ECB playback) inside the fixed loop — archetype churn causes broad-phase rebuild overhead; defer to SimulationSystemGroup if possible.
  • Placing event-response systems in SimulationSystemGroup (render rate) when they must respond to per-physics-tick events — may miss ticks when fixed loop runs twice per render frame.

Read the full file on GitHub · 70 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 · 70 lines · 39 tokens per session scan A f53e83e2b6a7

Subscribe to this mod's changes

wave5-fixed-step-simulation-system-group is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 39 tokens to every session and 812 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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