unity-physics

unity-physics is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 74 tokens per session (4,215 once invoked), scanned A, a copy of unity-physics, MIT.

A guide to Unity’s physics systems for 2D and 3D games, covering movement, collisions, triggers, forces, and joints.

In plain words
What is it for?
Use it to implement physical movement, collision detection, triggers, raycasts, gravity, constraints, and manually controlled simulations.
Why use it?
It helps prevent timing and setup errors, such as applying physics in the wrong update loop or configuring rigidbodies and collision layers incorrectly.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

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.

agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-physics
Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill 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 unity-physics

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-physics.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-physics)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-physics"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-physics.svg" alt="Measured on agentmods" height="20"></a>
Per session 74 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,215 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 100% copy Near-identical to another mod 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 $0.00074 $0.04215
Opus 5 $0.00037 $0.02107
Sonnet 5 $0.00015 $0.00843
Haiku 4.5 $0.00007 $0.00421

Measured 2d ago against content hash 012845f3f804, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, 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 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.

Origin

This is a copy

100% identical to unity-physics — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/unity-physics/SKILL.md · 496 lines

How it starts

The opening of the file, as written. The whole thing — 496 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Physics

Physics System Overview

Unity provides different physics engine integrations for different project needs:

  • 3D Physics (PhysX): Nvidia PhysX engine integration for 3D object-oriented projects
  • 2D Physics (Box2D): Optimized 2D physics system with dedicated components
  • Both systems simulate gravity, collisions, forces, and constraints

Physics Timing

Physics runs on a fixed timestep via FixedUpdate, separate from the rendering frame rate:

void FixedUpdate()
{
    // All physics code belongs here, not in Update()
    rb.AddForce(Vector3.forward * speed);
}

Key timing rules:

  • FixedUpdate runs at a fixed interval (default 0.02s / 50Hz)
  • Multiple FixedUpdate calls can occur per frame, or none
  • Time.fixedDeltaTime controls the interval
  • Use Update for input, FixedUpdate for physics forces

Simulation Modes

Physics.simulationMode controls when the physics engine steps:

  • FixedUpdate (default): Automatic simulation each fixed timestep
  • Update: Simulate once per frame
  • Script: Manual control via Physics.Simulate()

Rigidbody Configuration

A Rigidbody component places a GameObject under physics engine control. A rigid body does not deform or change shape under physics forces.

Key Properties

Property Description Default
mass Mass in kg; affects force interactions 1
linearDamping Resistance to linear velocity 0
angularDamping Resistance to angular velocity 0.05
useGravity Whether gravity affects this body true
isKinematic If true, not driven by physics forces false
interpolation Smooths visual jitter between physics steps None
collisionDetectionMode Algorithm for detecting collisions Discrete

Movement Methods

Rigidbody rb = GetComponent<Rigidbody>();

// Apply continuous force (call in FixedUpdate)
rb.AddForce(Vector3.forward * 10f);
rb.AddForce(Vector3.up * 5f, ForceMode.Impulse);

// Apply torque
rb.AddTorque(Vector3.up * 2f);

// Apply force at a world position (creates both force and torque)
rb.AddForceAtPosition(Vector3.forward * 10f, hitPoint);

// Kinematic movement (use for isKinematic=true bodies)
rb.MovePosition(rb.position + direction * speed * Time.fixedDeltaTime);
rb.MoveRotation(targetRotation);

Read the full file on GitHub · 496 lines

Files

What ships with it

3 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. 2d ago First seen · 496 lines · 74 tokens per session scan A 012845f3f804

Subscribe to this mod's changes

unity-physics is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 74 tokens to every session and 4,215 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-physics, differing in 0 lines, and is treated as a copy.

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