tools-unity-physics

tools-unity-physics is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 21 tokens per session (2,943 once invoked), scanned A, original, MIT.

A collection of Unity physics patterns for character movement, collisions, triggers, projectiles, and ragdolls. It includes checks that help prevent characters or objects from passing through floors and other surfaces.

In plain words
What is it for?
Use it when building character controllers, projectile behavior, trigger zones, collision systems, or ragdolls.
Why use it?
It helps avoid common physics problems such as unreliable collision handling and objects moving through the environment. It provides safer movement and collision logic.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when building character controllers, projectile behavior, trigger zones, collision systems, or ragdolls.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/tools-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 IdoCohen560/claude-unity-game-studio --skill tools-unity-physics
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

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 tools-unity-physics

README.md
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Your own site
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agentmods 80×15 button for tools-unity-physics

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-physics"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-physics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,943 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.
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 $0.00021 $0.02943
Opus 5 $0.00010 $0.01471
Sonnet 5 $0.00004 $0.00589
Haiku 4.5 $0.00002 $0.00294

Measured 5d ago against content hash 0e47154971f6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

tools-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 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

examples/my-first-game/.claude/skills/tools-unity-physics/SKILL.md · 511 lines

How it starts

The opening of the file, as written. The whole thing — 511 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Physics

Overview

Unity physics handles collision detection, rigidbody simulation, and character movement. This skill covers patterns to prevent common issues like floor penetration.

When to Use

  • Character movement and controllers
  • Projectile physics
  • Collision detection
  • Trigger zones
  • Ragdoll systems

Character Controller Safety

Preventing Floor Penetration

public class SafeCharacterController : MonoBehaviour
{
    [SerializeField] private float _moveSpeed = 5f;
    [SerializeField] private float _gravity = -20f;
    [SerializeField] private float _groundCheckDistance = 0.1f;
    [SerializeField] private LayerMask _groundLayer;
    
    private CharacterController _controller;
    private Vector3 _velocity;
    private bool _isGrounded;
    
    private void Awake()
    {
        _controller = GetComponent<CharacterController>();
    }
    
    private void Update()
    {
        // Ground check with spherecast for reliability
        _isGrounded = Physics.SphereCast(
            transform.position + Vector3.up * (_controller.radius + 0.1f),
            _controller.radius * 0.9f,
            Vector3.down,
            out _,
            _groundCheckDistance + 0.1f,
            _groundLayer
        );
        
        if (_isGrounded && _velocity.y < 0)
        {
            // Small negative to keep grounded
            _velocity.y = -2f;
        }
        
        // Movement
        Vector3 move = GetMoveInput() * _moveSpeed;
        _controller.Move(move * Time.deltaTime);
        
        // Gravity
        _velocity.y += _gravity * Time.deltaTime;
        _controller.Move(_velocity * Time.deltaTime);
        
        // CRITICAL: Clamp to ground if penetrating
        ClampToGround();
    }
    
    private void ClampToGround()
    {
        if (Physics.Raycast(transform.position + Vector3.up, Vector3.down, out var hit, 2f, _groundLayer))
        {
            if (transform.position.y < hit.point.y)
            {
                transform.position = new Vector3(
                    transform.position.x,
                    hit.point.y,
                    transform.position.z
                );
            }
        }
    }
    
    private Vector3 GetMoveInput()
    {
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
        return new Vector3(h, 0, v).normalized;
    }
}

Read the full file on GitHub · 511 lines

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 · 511 lines · 21 tokens per session scan A 0e47154971f6

Subscribe to this mod's changes

tools-unity-physics is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 21 tokens to every session and 2,943 once invoked, about $0.0001 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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