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-fixed-step-simulation-system-groupgit 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-fixed-step-simulation-system-group)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-fixed-step-simulation-system-group"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-fixed-step-simulation-system-group/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-fixed-step-simulation-system-group"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-fixed-step-simulation-system-group.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 | $0.00039 | $0.00812 |
| Opus 5.5 | $0.00016 | $0.00325 |
| Sonnet 5.5 | $0.00008 | $0.00162 |
| Haiku 4.5 | $0.00004 | $0.00081 |
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.
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.
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 · 70 lines · 39 tokens per session scan A f53e83e2b6a7
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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