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-stateful-physics-event-buffersgit 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-stateful-physics-event-buffers)<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/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-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>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 | $0.00049 | $0.00837 |
| Opus 5.5 | $0.00020 | $0.00335 |
| Sonnet 5.5 | $0.00010 | $0.00167 |
| Haiku 4.5 | $0.00005 | $0.00084 |
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.
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
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 · 90 lines · 49 tokens per session scan A 85cb20105ae1
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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