unity-physics-queries

unity-physics-queries is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 70 tokens per session (3,240 once invoked), scanned A, a copy of unity-physics-queries, MIT.

A guide to using Unity’s physics queries, which check for objects along lines, through swept shapes, or inside areas.

In plain words
What is it for?
Use it to implement detection, aiming, interaction ranges, obstacle checks, and efficient searches for nearby objects.
Why use it?
It helps prevent silent gameplay bugs caused by choosing the wrong query, missing trigger settings, allocating too much memory, or assuming hit results are ordered.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to implement detection, aiming, interaction ranges, obstacle checks, and efficient searches for nearby objects.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-physics-queries
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 unity-physics-queries
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-queries

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-physics-queries.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-physics-queries)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-physics-queries"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-physics-queries.svg" alt="Measured on agentmods" height="20"></a>
Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,240 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 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 $0.00070 $0.03240
Opus 5 $0.00035 $0.01620
Sonnet 5 $0.00014 $0.00648
Haiku 4.5 $0.00007 $0.00324

Measured 4d ago against content hash 9c3fbd5ef723, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

unity-physics-queries 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 4d 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-queries — 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-queries/SKILL.md · 343 lines

How it starts

The opening of the file, as written. The whole thing — 343 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Physics Query Patterns -- Correctness Patterns

Prerequisite skills: unity-physics (Rigidbody, colliders, raycasting API), unity-foundations (layers, GameObjects)

These patterns target the most common physics query bugs: using the wrong query type, misunderstanding allocation, and ignoring subtle defaults that cause silent failures.


PATTERN: Query Type Selection

WHEN: Choosing which physics query to use

WRONG (Claude default):

// Always defaulting to Raycast for everything
Physics.Raycast(origin, direction, out hit, maxDistance);

RIGHT -- use the decision tree:

Need to detect...
  |
  +-- "Is anything there?" (binary yes/no)
  |     --> CheckSphere, CheckBox, CheckCapsule (returns bool, cheapest)
  |
  +-- "What's the nearest thing along a line?"
  |     --> Raycast (single closest hit along an infinitely thin line)
  |
  +-- "What's the nearest thing along a volume?"
  |     --> SphereCast, BoxCast, CapsuleCast (sweep a shape, single closest hit)
  |
  +-- "Everything along a line?"
  |     --> RaycastAll / RaycastNonAlloc (all hits, not just closest)
  |
  +-- "Everything inside an area?"
        --> OverlapSphere, OverlapBox, OverlapCapsule (all colliders in region)

GOTCHA: Raycast only returns the closest hit. If you need to pierce through multiple objects, use RaycastAll or RaycastNonAlloc. If you need to detect everything in an area (like an explosion radius), OverlapSphere is correct -- NOT SphereCast.


PATTERN: Cast Origin Inside Collider

WHEN: A SphereCast/BoxCast/CapsuleCast starts overlapping an existing collider

WRONG (Claude default):

// Expecting to detect the ground when the sphere starts inside it
if (Physics.SphereCast(feetPosition, radius, Vector3.down, out hit, 0.1f))
{
    grounded = true; // May MISS if sphere starts inside the ground collider
}

RIGHT:

// Casts do NOT detect colliders that the shape starts inside of
// Use Overlap for "what am I currently touching?"
grounded = Physics.CheckSphere(feetPosition, radius, groundMask);

// Or use OverlapSphere to get the actual colliders:
Collider[] touching = Physics.OverlapSphere(feetPosition, radius, groundMask);

Read the full file on GitHub · 343 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. 4d ago First seen · 343 lines · 70 tokens per session scan A 9c3fbd5ef723

Subscribe to this mod's changes

unity-physics-queries is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 70 tokens to every session and 3,240 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-physics-queries, differing in 0 lines, and is treated as a copy.

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