unity-physics

unity-physics is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 82 tokens per session (1,567 once invoked), scanned A, original, Apache-2.0.

A guide to Unity 6.3 LTS's built-in three-dimensional physics system, which simulates movement, collisions, triggers, raycasts, and joints.

In plain words
What is it for?
Use it when adding rigid bodies or colliders, applying forces, detecting collisions, configuring collision layers, casting rays, or connecting bodies with joints.
Why use it?
It helps avoid common physics mistakes, such as using the wrong update loop, confusing triggers with collisions, or relying on outdated Unity property names.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 8 skills shipped together , and of gamedev

Good fit Use it when adding rigid bodies or colliders, applying forces, detecting collisions, configuring collision layers, casting rays, or connecting bodies with joints.

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

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 8 skills.

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 unity-physics

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-physics/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-physics)
Your own site
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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 unity-physics

Your own site · 80×15
<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>
Per session 82 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,567 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
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • 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 $0.00082 $0.01567
Opus 5 $0.00041 $0.00783
Sonnet 5 $0.00016 $0.00313
Haiku 4.5 $0.00008 $0.00157

Measured 12d ago against content hash 93b3578753e0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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 12d 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/unity/unity-physics/SKILL.md · 146 lines

How it starts

The opening of the file, as written. The whole thing — 146 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 6.3 LTS rename: Rigidbody.velocity is now Rigidbody.linearVelocity (the old name is deprecated). Code copied from older tutorials will warn or fail to compile.

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 + Collider components.

When not to use: 2D physics (Rigidbody2D, Collider2D) is a separate API — adapt the concepts but the types differ. Cross-engine feel tuning (timestep, jitter, tunnelling) → physics-tuning. Reading input that drives movement → unity-input-system.

Core workflow

  1. Add a Rigidbody to anything that should be simulated; add a Collider to anything that should be hit. A collision needs a Collider on both, and at least one Rigidbody.
  2. Do all physics in FixedUpdate. Read input in Update, store intent, then apply forces / set linearVelocity / call MovePosition in FixedUpdate.
  3. Move bodies through the physics API, not the Transform. Use AddForce, linearVelocity, or MovePosition — never assign transform.position to a non-kinematic Rigidbody (it teleports and breaks collision resolution).
  4. Pick collision vs trigger. A solid collision blocks and calls OnCollisionEnter; a Collider with Is Trigger checked passes through and calls OnTriggerEnter.
  5. 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.
  6. Verify with the Physics Debugger (Window → Analysis → Physics Debugger) and by watching for jitter; if fast objects pass through walls, raise Collision Detection mode.

Read the full file on GitHub · 146 lines

Files

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.

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. 12d ago First seen · 146 lines · 82 tokens per session scan A 93b3578753e0

Subscribe to this mod's changes

unity-physics is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed yesterday), licensed Apache-2.0. It adds 82 tokens to every session and 1,567 once invoked, about $0.0004 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 2026-08-30.