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-physics-velocity-force-applicationgit 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-physics-velocity-force-application)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-physics-velocity-force-application"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-physics-velocity-force-application/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-physics-velocity-force-application"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-physics-velocity-force-application.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 | $0.00037 | $0.00825 |
| Opus 5.5 | $0.00015 | $0.00330 |
| Sonnet 5.5 | $0.00007 | $0.00165 |
| Haiku 4.5 | $0.00004 | $0.00082 |
Grade A, and why
wave5-physics-velocity-force-application 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 — 91 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Physics Velocity and Force Application
Intent
Apply forces and impulses to Unity Physics dynamic bodies by writing PhysicsVelocity from systems scheduled in FixedStepSimulationSystemGroup before PhysicsSystemGroup.
Use When
- Continuous forces (gravity well, wind, magnetic attraction) on dynamic rigid bodies
- Setting initial velocity on spawned physics bodies
- Impulses (explosions, projectile hits) on dynamic bodies
Avoid When
- Moving kinematic bodies — write LocalTransform directly; PhysicsVelocity is ignored for kinematics
- Applying forces in SimulationSystemGroup (variable rate) — always use FixedStepSimulationSystemGroup
Senior Pattern
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateBefore(typeof(PhysicsSystemGroup))]
[BurstCompile]
public partial struct ForceSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
state.Dependency = new ApplyForceJob
{
DeltaTime = SystemAPI.Time.fixedDeltaTime,
WellPosition = SystemAPI.GetSingleton<GravityWell>().Position
}.ScheduleParallel(state.Dependency);
}
}
[BurstCompile]
public partial struct ApplyForceJob : IJobEntity
{
public float DeltaTime;
public float3 WellPosition;
[BurstCompile]
public void Execute(ref PhysicsVelocity velocity, in PhysicsMass mass, in LocalTransform transform)
{
// Guard: mass.InverseMass == 0 for static/infinite-mass bodies
if (mass.InverseMass == 0f) return;
float3 dir = math.normalize(WellPosition - transform.Position);
velocity.Linear += dir * (1f / mass.InverseMass) * DeltaTime;
}
}
// One-shot initial velocity via ISystemStartStop:
public void OnStartRunning(ref SystemState state)
{
foreach (var (initial, vel) in SystemAPI.Query<RefRO<InitialVelocity>, RefRW<PhysicsVelocity>>())
{
vel.ValueRW.Linear = initial.ValueRO.Linear;
vel.ValueRW.Angular = initial.ValueRO.Angular;
}
}
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 · 91 lines · 37 tokens per session scan A a310cd0b83d1
wave5-physics-velocity-force-application is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 37 tokens to every session and 825 once invoked, about $0.0001 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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