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 gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physicsgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-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.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00100 | $0.01762 |
| Opus 5 | $0.00050 | $0.00881 |
| Sonnet 5 | $0.00020 | $0.00352 |
| Haiku 4.5 | $0.00010 | $0.00176 |
Grade A, and why
phaser-arcade-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 9d 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 — 176 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phaser 4 Arcade Physics
Add movement and collision to a Phaser game with the lightweight Arcade Physics engine (AABB rectangles and circles only). Targets Phaser 4.2 for new projects; inspect the installed major before editing an existing project.
When to use
- Use for top-down or platformer movement, velocity/acceleration/gravity, bouncing, world bounds, and collision/overlap resolution between sprites, groups, and tiles.
- Use when the scene enables
physics: { default: 'arcade' }and code callsthis.physics.add.*,body.setVelocity, orthis.physics.add.collider.
When not to use: the Game config, scene structure, asset loading, or
cameras → use phaser-core. Hinges, springs, complex polygons, or stacking
rigid bodies → use Matter physics (a different engine; Arcade and Matter bodies
do not interact). For engine-agnostic feel tuning see physics-tuning.
Core workflow
- Enable the world. Set
physics: { default: 'arcade', arcade: { gravity: {...}, debug: true } }in the game or scene config. Turndebugon while building to see body outlines and velocity vectors. - Give a sprite a body. Create it with
this.physics.add.sprite(...)(dynamic) orthis.physics.add.staticImage(...)(static), or attach to an existing object withthis.physics.add.existing(obj). - Drive it through the body, not by setting
x/y. UsesetVelocity,setAcceleration, gravity,setBounce, andsetCollideWorldBounds. The engine integrates position from velocity each step (already frame-rate independent). - Resolve interactions.
this.physics.add.collider(a, b)separates bodies;this.physics.add.overlap(a, b, cb)detects without separating (pickups, triggers). Pass a callback to react. - Group many objects. Use
this.physics.add.group()(dynamic) orstaticGroup()(platforms) so one collider call handles all members. - Check ground contact with
body.onFloor()/body.blocked.downbefore jumping. Run withdebug: trueand confirm bodies, contacts, and bounds.
What ships with it
1 file 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.
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.
- 9d ago First seen · 176 lines · 100 tokens per session scan A 4b7186f03c23
phaser-arcade-physics is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 100 tokens to every session and 1,762 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.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.