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 agentmods add skills/nice-wolf-studio/unity-claude-skills/unity-physicsnpx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-physicsgit clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-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/nice-wolf-studio/unity-claude-skills/unity-physics)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-physics"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-physics.svg" alt="Measured on agentmods" height="20"></a>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 | $0.00074 | $0.04215 |
| Opus 5 | $0.00037 | $0.02107 |
| Sonnet 5 | $0.00015 | $0.00843 |
| Haiku 4.5 | $0.00007 | $0.00421 |
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 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-physics — 100% identical, 0 lines differ
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:
FixedUpdateruns at a fixed interval (default 0.02s / 50Hz)- Multiple
FixedUpdatecalls can occur per frame, or none Time.fixedDeltaTimecontrols the interval- Use
Updatefor input,FixedUpdatefor 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);
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.
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.
- 5d ago First seen · 496 lines · 74 tokens per session scan A 012845f3f804
unity-physics is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo 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. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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