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 sanky369/vibe-building-skills --skill interaction-physicsgit clone --depth 1 https://github.com/sanky369/vibe-building-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/sanky369/vibe-building-skills/interaction-physics)<a href="https://agentmods.dev/skills/sanky369/vibe-building-skills/interaction-physics"><img src="https://agentmods.dev/badge/skills/sanky369/vibe-building-skills/interaction-physics/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/sanky369/vibe-building-skills/interaction-physics"><img src="https://agentmods.dev/badge/skills/sanky369/vibe-building-skills/interaction-physics.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00138 | $0.02180 |
| Opus 5 | $0.00069 | $0.01090 |
| Sonnet 5 | $0.00028 | $0.00436 |
| Haiku 4.5 | $0.00014 | $0.00218 |
Grade A, and why
interaction-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 11d 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.
How it starts
The opening of the file, as written. The whole thing — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Interaction Physics
Give every user action a physical response: consistent durations, meaningful easing, and feedback that arrives instantly. The prime directive: every animation must do a job — confirm an action, guide attention, or explain a state change. Motion that does none of these gets deleted, not tuned. Deliver two artifacts together: a project-wide animation spec (so future motion stays consistent) and the implemented code for the interactions in scope.
When to use / when not to
Use for: hover/press/focus feedback, enter/exit transitions (modals, toasts, pages, list items), form feedback animation, animation audits, choosing durations and easings, prefers-reduced-motion support.
Hand off instead when the real need is:
- Which loading indicator to show and when →
skills/frontend-design/loading-states(this skill animates it; that skill chooses it) - Optimistic UI, perceived latency, Core Web Vitals →
skills/frontend-design/performance-optimization - Rendering pipeline, layout thrashing, frame budgets →
skills/frontend-design/design-engineer-mindset - Non-motion visual polish (spacing, contrast, hierarchy) →
skills/frontend-design/visual-hierarchy-refactoring
Step 0 — Inspect the codebase, then ask only what's left
- Grep for existing motion:
transition,animation,@keyframes,framer-motion,motion.,react-spring,gsap, Tailwindtransition-*/animate-*classes. Record every duration and easing in use — inconsistency here (e.g. 150ms, 200ms, 250ms, 300ms all for hovers) is usually the first finding. - Check for
prefers-reduced-motionhandling anywhere. Absence is an automatic fix item. - Identify the animation vehicle: if the project already uses a motion library, implement with it; otherwise default to CSS transitions/keyframes. Never add a motion library for effects CSS can do.
- Find dead interactions: buttons without hover/active states, modals/toasts that appear with no transition, form errors that pop in.
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.
- 11d ago First seen · 128 lines · 138 tokens per session scan A d2493563518b
interaction-physics is a skill published in the GitHub repository sanky369/vibe-building-skills (30 stars, last pushed 2mo ago), licensed MIT. It adds 138 tokens to every session and 2,180 once invoked, about $0.0007 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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