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 skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-physics-queriesgit 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-queries)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-physics-queries"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-physics-queries.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
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 5.1 | $0.00070 | $0.03240 |
| Opus 5 | $0.00035 | $0.01620 |
| Sonnet 5 | $0.00014 | $0.00648 |
| Haiku 4.5 | $0.00007 | $0.00324 |
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 8d 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-queries — 100% identical, 0 lines differ
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);
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.
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.
- 8d ago First seen · 343 lines · 70 tokens per session scan A 9c3fbd5ef723
unity-physics-queries is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo 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. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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