wave5-physics-velocity-force-application

wave5-physics-velocity-force-application is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 37 tokens per session (825 once invoked), scanned A, original, MIT.

A Unity ECS pattern for changing the velocity of physics bodies by writing their PhysicsVelocity component. Forces and impulses are applied in the fixed-time physics update before physics simulation runs.

In plain words
What is it for?
Use it for gravity wells, wind, magnetic forces, starting velocities, explosions, and projectile impacts on dynamic bodies.
Why use it?
It avoids applying physics changes in variable-rate updates, which can make motion inconsistent. It also distinguishes dynamic bodies, which respond to velocity, from kinematic bodies, which do not.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for gravity wells, wind, magnetic forces, starting velocities, explosions, and projectile impacts on dynamic bodies.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave5-physics-velocity-force-application
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-physics-velocity-force-application
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<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>
Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 825 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 $0.00037 $0.00825
Opus 5.5 $0.00015 $0.00330
Sonnet 5.5 $0.00007 $0.00165
Haiku 4.5 $0.00004 $0.00082

Measured 11d ago against content hash a310cd0b83d1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/wave5-physics-velocity-force-application/SKILL.md · 91 lines

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;
    }
}

Read the full file on GitHub · 91 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 · 91 lines · 37 tokens per session scan A a310cd0b83d1

Subscribe to this mod's changes

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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