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 wave8-wrong-system-group-fixed-timestepgit 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/wave8-wrong-system-group-fixed-timestep)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave8-wrong-system-group-fixed-timestep"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-wrong-system-group-fixed-timestep/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/wave8-wrong-system-group-fixed-timestep"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-wrong-system-group-fixed-timestep.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 | $0.00042 | $0.00860 |
| Opus 5.5 | $0.00017 | $0.00344 |
| Sonnet 5.5 | $0.00008 | $0.00172 |
| Haiku 4.5 | $0.00004 | $0.00086 |
Grade A, and why
wave8-wrong-system-group-fixed-timestep 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 — 88 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Wrong System Group — Fixed Timestep Failure Mode
Intent
Identify and fix the failure mode of placing fixed-timestep physics or simulation logic in the wrong system group, causing frame-rate-dependent execution instead of fixed-rate execution.
Use When
- Diagnosing why physics behavior is frame-rate dependent or non-deterministic
- Code review of any system that writes PhysicsVelocity, applies forces, or handles collision response
Avoid When
- The system intentionally runs every rendered frame — SimulationSystemGroup or PresentationSystemGroup are correct for those cases
Senior Pattern
// WRONG — runs every rendered frame, not at fixed timestep:
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct PhysicsResponseSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
// Applies forces — frame-rate dependent, non-deterministic physics
}
}
// CORRECT — runs at fixed timestep (default 50Hz):
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateBefore(typeof(PhysicsSystemGroup))]
[BurstCompile]
public partial struct PhysicsResponseSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Applies forces — deterministic, fixed-rate
}
}
// CORRECT — set custom fixed rate once at initialization:
[UpdateInGroup(typeof(InitializationSystemGroup))]
public partial class FixedRateBootstrapSystem : SystemBase
{
protected override void OnCreate()
{
World.GetExistingSystemManaged<FixedStepSimulationSystemGroup>().Timestep = 1f / 30f;
Enabled = false; // run once
}
protected override void OnUpdate() { }
}
Diagnosis Checklist
- System writes PhysicsVelocity or PhysicsMass → must be in FixedStepSimulationSystemGroup
- System reads PhysicsWorldSingleton for queries → can be in SimulationSystemGroup (after physics completes)
- System handles collision/trigger events → must be in FixedStepSimulationSystemGroup [UpdateAfter(PhysicsSimulationGroup)]
- System interpolates for rendering → must be in PresentationSystemGroup
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 · 88 lines · 42 tokens per session scan A c2c676981a6f
wave8-wrong-system-group-fixed-timestep is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 42 tokens to every session and 860 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.
Other skills, from other repositories
anti-cheat-systems
Analyze layered anti-cheat architecture, detection evidence, telemetry, and enforcement tradeoffs. Use for system-level defense questions; use narrower skills for DMA, kernel, graphics, mobile, or server details.
game-hacking-techniques
Classify game-cheat capabilities and their defensive implications across memory, injection, rendering, input, engines, kernels, DMA, and remote transports. Use for authorized threat modeling, not operational deployment.
game-engine-resources
Analyze game-engine internals and select version-matched resources for Unreal, Unity, Source, Godot, or custom engines. Use for engine structure, object models, assets, SDK extraction, or editor/runtime boundaries.
graphics-api-hooking
Analyze Direct3D, DXGI, OpenGL, or Vulkan rendering, overlays, presentation, capture, and measurement evidence. Use when the graphics pipeline or frame-observation boundary is central.
awesome-game-security-overview
Find, select, classify, or maintain resources in awesome-game-security. Use for repository navigation, category placement, duplicate review, generated descriptions, wiki coverage, or choosing a domain skill.
reverse-engineering-tools
Analyze supplied game binaries, protection components, drivers, dumps, or traces through reproducible disassembly, decompilation, debugging, diffing, and interface reconstruction.