tools-unity-physics

tools-unity-physics is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 21 tokens per session (2,943 once invoked), scanned A, a copy of tools-unity-physics, MIT.

A collection of Unity physics patterns for collisions, rigidbodies, character movement, projectiles, triggers, and ragdolls. Unity physics is the engine system that simulates movement and physical contact in a game.

In plain words
What is it for?
Use it to build character controllers, detect collisions and trigger zones, handle projectiles, create ragdolls, and reduce tunneling or floor-penetration issues.
Why use it?
It addresses common movement and collision problems, including characters passing through floors or other surfaces. The patterns help choose suitable collision checks and controller behavior.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity-gamedev plugin — 21 skills shipped together

Good fit Use it to build character controllers, detect collisions and trigger zones, handle projectiles, create ragdolls, and reduce tunneling or floor-penetration issues.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-physics
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 tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-physics
Clone the repo
git clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedev

Made for: Claude Code.

Or install unity-gamedev, the plugin that ships this one along with the rest of its 21 skills.

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 tools-unity-physics

README.md
[![agentmods](https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-physics/github.svg)](https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-physics)
Your own site
<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.

agentmods 80×15 button for tools-unity-physics

Your own site · 80×15
<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>
Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,943 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 $0.00021 $0.02943
Opus 5 $0.00010 $0.01471
Sonnet 5 $0.00004 $0.00589
Haiku 4.5 $0.00002 $0.00294

Measured 9d ago against content hash 0e47154971f6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

Origin

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.

skills/tools-unity-physics/SKILL.md · 511 lines

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;
    }
}

Read the full file on GitHub · 511 lines

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. 9d ago First seen · 511 lines · 21 tokens per session scan A 0e47154971f6

Subscribe to this mod's changes

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.