awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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 unity-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/unity-physics)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-physics"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-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/unity-physics"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-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 | $0.00082 | $0.02509 |
| Opus 5.5 | $0.00033 | $0.01004 |
| Sonnet 5.5 | $0.00016 | $0.00502 |
| Haiku 4.5 | $0.00008 | $0.00251 |
Grade A, and why
unity-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 2d 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 — 190 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Physics (Rigidbody / PhysX)
Make objects move, collide, and detect each other with Unity 6.3 LTS's built-in 3D physics
(PhysX). Get the FixedUpdate discipline, trigger-vs-collision rules, and collision layers
right. Targets Unity 6.3 LTS (6000.3).
Unity 6 renames:
Rigidbody.velocity→linearVelocity,drag→linearDamping,angularDrag→angularDamping. The old names still compile in 6.3 LTS but are obsolete (warnings; the API Updater offers the rename), so write the new names.PhysicMaterial→PhysicsMaterialis a hard compile error in old code.
When to use
- Use when giving an object physical motion (forces, velocity, gravity), responding to collisions or triggers, setting up collision layers/masks, raycasting for ground checks or line-of-sight, or connecting bodies with joints.
- Use when scenes/prefabs contain
Rigidbody+Collidercomponents.
When not to use: 2D physics (Rigidbody2D, Collider2D) is a separate API — adapt the
concepts but the types differ. Unity 6.3 also has a separate low-level 2D API
(UnityEngine.LowLevelPhysics2D: PhysicsWorld, PhysicsBody) with its own isolated worlds;
it is not the Rigidbody2D system. Cross-engine feel tuning (timestep, jitter, tunnelling) →
physics-tuning. Reading input that drives movement → unity-input-system.
Core workflow
- Add a
Rigidbodyto anything that should be simulated; add aColliderto anything that should be hit.OnCollision*messages need a Collider on both and at least one dynamic (non-kinematic) Rigidbody: with the default Contact Pairs Mode, kinematic vs kinematic and kinematic vs static send no collision messages. - Do all physics in
FixedUpdate. Read input inUpdate, store intent, then apply forces / setlinearVelocity/ callMovePositioninFixedUpdate. - Move bodies through the physics API, not the Transform. Use
AddForce,linearVelocity, orMovePosition— never assigntransform.positionto a non-kinematic Rigidbody (it teleports and breaks collision resolution). - Pick collision vs trigger. A solid collision blocks and calls
OnCollisionEnter; aColliderwithIs Triggerchecked passes through and callsOnTriggerEnter. - Organise interactions with layers. Put objects on layers and edit the Layer Collision Matrix (Project Settings → Physics) so unrelated things don't test against each other.
- Verify with the Physics Debugger (Window → Analysis → Physics Debugger) and by watching for jitter; if fast objects pass through walls, raise Collision Detection mode.
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.
- 2d ago Changed · +20 lines 9bdf714987d6
- 1mo ago Changed · +24 lines 04743528de43
- 1mo ago First seen · 146 lines · 82 tokens per session scan A 93b3578753e0
unity-physics is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 82 tokens to every session and 2,509 once invoked, about $0.0003 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 2026-08-30.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…