wave5-stateful-physics-event-buffers

wave5-stateful-physics-event-buffers is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 49 tokens per session (837 once invoked), scanned A, original, MIT.

A Unity Physics ECS pattern for tracking whether trigger or collision interactions have started, continued, or ended. A trigger is a collider that detects overlap without physically pushing objects apart.

In plain words
What is it for?
Use it for pickup zones, portals, damage volumes, landing detection, and impact responses that need interaction state over time.
Why use it?
It supplies Enter, Stay, and Exit state rather than only reporting an overlap in the current frame. This makes persistent interactions easier to handle, though it adds per-frame tracking work.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for pickup zones, portals, damage volumes, landing detection, and impact responses that need interaction state over time.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave5-stateful-physics-event-buffers
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-stateful-physics-event-buffers
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-stateful-physics-event-buffers"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-stateful-physics-event-buffers.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 49 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 837 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 $0.00049 $0.00837
Opus 5.5 $0.00020 $0.00335
Sonnet 5.5 $0.00010 $0.00167
Haiku 4.5 $0.00005 $0.00084

Measured 11d ago against content hash 85cb20105ae1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave5-stateful-physics-event-buffers 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-stateful-physics-event-buffers/SKILL.md · 90 lines

How it starts

The opening of the file, as written. The whole thing — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Stateful Physics Event Buffers

Intent

Detect Enter, Stay, and Exit states for trigger and collision events using Unity Physics's built-in stateful event buffer systems, which maintain per-entity DynamicBuffer.

Use When

  • Trigger zones (enter/exit): pickups, portals, damage volumes
  • Collision events with Enter/Stay/Exit semantics: landing detection, impact response

Avoid When

  • Only "something is overlapping this frame" is needed — use SimulationSingleton.ScheduleCallbacks directly (cheaper, stateless)
  • Event count is very high (>10,000/frame) — the clear+collect+convert chain adds per-frame overhead

Setup Requirements

  • Add StatefulTriggerEventBufferAuthoring component to entities needing trigger event tracking.
  • Set PhysicsShapeAuthoring Collision Response = "Raise Trigger Events" on the trigger collider.
  • Unity Physics includes StatefulTriggerEventBufferSystem and StatefulCollisionEventBufferSystem built-in.

Senior Pattern

[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateAfter(typeof(StatefulTriggerEventBufferSystem))]
[BurstCompile]
public partial struct TriggerZoneSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        state.Dependency = new ProcessTriggerJob().ScheduleParallel(state.Dependency);
    }
}

[BurstCompile]
public partial struct ProcessTriggerJob : IJobEntity
{
    [BurstCompile]
    public void Execute(ref TriggerZoneState zone,
                        in DynamicBuffer<StatefulTriggerEvent> events)
    {
        for (int i = 0; i < events.Length; i++)
        {
            switch (events[i].State)
            {
                case StatefulEventState.Enter: zone.EnteredCount++; break;
                case StatefulEventState.Exit:  zone.EnteredCount--; break;
                // StatefulEventState.Stay: fires every frame overlap persists — handle if needed
            }
        }
    }
}

Event states:

  • StatefulEventState.Enter — first frame of overlap
  • StatefulEventState.Stay — overlap continues (fires every frame)
  • StatefulEventState.Exit — first frame overlap ends

Read the full file on GitHub · 90 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 · 90 lines · 49 tokens per session scan A 85cb20105ae1

Subscribe to this mod's changes

wave5-stateful-physics-event-buffers is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 49 tokens to every session and 837 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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