gamedev-physics

gamedev-physics is a skill for Claude Code, Codex from ericrisco/rsc-harness. It costs 102 tokens per session (3,739 once invoked), scanned A, original, MIT.

Game-engine guidance for making objects move, collide, and behave predictably in Godot, Unity, and Unreal. It covers physics bodies, collision shapes, character controllers, joints, and physics queries such as raycasts.

In plain words
What is it for?
Use it when implementing or debugging rigid-body movement, collision layers, character movement, joints, forces, impulses, raycasts, or unstable simulations.
Why use it?
It helps diagnose common physics problems such as shaking, objects passing through each other, sinking, and collisions not being detected. It also maps equivalent ideas between different game engines.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it when implementing or debugging rigid-body movement, collision layers, character movement, joints, forces, impulses, raycasts, or unstable simulations.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ericrisco/rsc-harness/gamedev-physics
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 ericrisco/rsc-harness --skill gamedev-physics
Clone the repo
git clone --depth 1 https://github.com/ericrisco/rsc-harness

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for gamedev-physics

README.md
[![agentmods](https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-physics/github.svg)](https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-physics)
Your own site
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-physics"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-physics/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.

agentmods 80×15 button for gamedev-physics

Your own site · 80×15
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-physics"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-physics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 102 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,739 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00102 $0.03739
Opus 5 $0.00051 $0.01869
Sonnet 5 $0.00020 $0.00748
Haiku 4.5 $0.00010 $0.00374

Measured 5d ago against content hash 85164aabe41f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

gamedev-physics 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 5d 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.

skills/gamedev-physics/SKILL.md · 226 lines

How it starts

The opening of the file, as written. The whole thing — 226 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game physics & collision

Make bodies collide, move, and stay stable across Godot, Unity, and Unreal. This skill owns the mental model (body types, colliders, layers/masks, character controllers, joints, queries, determinism) and maps every concept onto each engine's real API. When physics "feels broken" — jitter, tunneling, sinking, ghost collisions — the cause is almost always one of: wrong body type, a layer/mask mismatch, or moving/integrating outside the fixed physics tick. Check those first.

Version contract — read first (never emit these)

Engine Target Banned / deprecated Use instead
Godot 4.x move_and_slide(velocity, up, ...) with arguments (that is Godot 3) Godot 4 move_and_slide() takes no args; set the velocity property first
Godot 4.x KinematicBody2D/3D, RayShape, WorldMarginShape, linear_velocity *= delta before move_and_slide() CharacterBody2D/3D, SeparationRayShape2D/3D, WorldBoundaryShape2D/3D; move_and_slide() is already delta-scaled
Unity Unity 6 (6000.x) Rigidbody.velocity / Rigidbody2D.velocity, rb.drag, rb.angularDrag linearVelocity (+ linearVelocityX/Y), linearDamping, angularDamping; new AddForceX/Y
Unity Unity 6 moving a dynamic Rigidbody from Update; transform.position = on a physics body move in FixedUpdate; use MovePosition/AddForce, never write transform on a simulated body
Unreal UE5 (Chaos) any PhysX/APEX API, bUseAsyncScene, NvCloth Chaos is the only physics backend in UE5; use UPrimitiveComponent physics + PhysicsConstraintComponent

If you are unsure a symbol exists in the user's exact version, say so instead of inventing it.

When to use / When NOT to use

Use when: designing which body type a thing should be; something falls through, sinks into, or passes through geometry; a rigid body jitters, drifts, or launches; setting up collision layers/masks/channels; building or fixing a character/player controller; adding joints; casting rays/shapes or overlap tests; or physics behaves differently at different frame rates.

Read the full file on GitHub · 226 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 5d ago First seen · 226 lines · 102 tokens per session scan A 85164aabe41f

Subscribe to this mod's changes

gamedev-physics is a skill published in the GitHub repository ericrisco/rsc-harness (70 stars, last pushed yesterday), licensed MIT. It adds 102 tokens to every session and 3,739 once invoked, about $0.0005 per session on Opus 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 2026-09-03.

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