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 tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-physicsgit clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedevWrote 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/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-physics)<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-physics"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-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/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-physics"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-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 | $0.00021 | $0.02943 |
| Opus 5 | $0.00010 | $0.01471 |
| Sonnet 5 | $0.00004 | $0.00589 |
| Haiku 4.5 | $0.00002 | $0.00294 |
Grade A, and why
tools-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 9d 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.
This is a copy
100% identical to tools-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.
How it starts
The opening of the file, as written. The whole thing — 511 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Physics
Overview
Unity physics handles collision detection, rigidbody simulation, and character movement. This skill covers patterns to prevent common issues like floor penetration.
When to Use
- Character movement and controllers
- Projectile physics
- Collision detection
- Trigger zones
- Ragdoll systems
Character Controller Safety
Preventing Floor Penetration
public class SafeCharacterController : MonoBehaviour
{
[SerializeField] private float _moveSpeed = 5f;
[SerializeField] private float _gravity = -20f;
[SerializeField] private float _groundCheckDistance = 0.1f;
[SerializeField] private LayerMask _groundLayer;
private CharacterController _controller;
private Vector3 _velocity;
private bool _isGrounded;
private void Awake()
{
_controller = GetComponent<CharacterController>();
}
private void Update()
{
// Ground check with spherecast for reliability
_isGrounded = Physics.SphereCast(
transform.position + Vector3.up * (_controller.radius + 0.1f),
_controller.radius * 0.9f,
Vector3.down,
out _,
_groundCheckDistance + 0.1f,
_groundLayer
);
if (_isGrounded && _velocity.y < 0)
{
// Small negative to keep grounded
_velocity.y = -2f;
}
// Movement
Vector3 move = GetMoveInput() * _moveSpeed;
_controller.Move(move * Time.deltaTime);
// Gravity
_velocity.y += _gravity * Time.deltaTime;
_controller.Move(_velocity * Time.deltaTime);
// CRITICAL: Clamp to ground if penetrating
ClampToGround();
}
private void ClampToGround()
{
if (Physics.Raycast(transform.position + Vector3.up, Vector3.down, out var hit, 2f, _groundLayer))
{
if (transform.position.y < hit.point.y)
{
transform.position = new Vector3(
transform.position.x,
hit.point.y,
transform.position.z
);
}
}
}
private Vector3 GetMoveInput()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
return new Vector3(h, 0, v).normalized;
}
}
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.
- 9d ago First seen · 511 lines · 21 tokens per session scan A 0e47154971f6
tools-unity-physics is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (8 stars, last pushed 7mo ago), licensed MIT. It adds 21 tokens to every session and 2,943 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to tools-unity-physics, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.