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 zajalist/hayba --skill hayba-physics-interactiongit clone --depth 1 https://github.com/zajalist/haybaWrote 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/zajalist/hayba/hayba-physics-interaction)<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-physics-interaction"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-physics-interaction/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/zajalist/hayba/hayba-physics-interaction"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-physics-interaction.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 | $0.00029 | $0.00431 |
| Opus 5.5 | $0.00012 | $0.00172 |
| Sonnet 5.5 | $0.00006 | $0.00086 |
| Haiku 4.5 | $0.00003 | $0.00043 |
Grade A, and why
hayba-physics-interaction 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 13d 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.
What it actually says
Verify one physical interaction
When to use
Use for one identified primitive component and one expected player action, such as pushing a crate or passing a trigger. Record the required collision response, mass or movement expectation, and the platform's object-count or physics budget if supplied.
Tool routing
- Find the actor with actor_find and inspect its components through actor_get_components. Run scene_validate_physics to locate overlaps or penetration before changing the setup. Confirm the project collision profile name before physics_set_collision_profile; the tool reads the assigned profile back and rejects a mismatch.
- Use physics_set_simulate only on the intended primitive. Inspect its returned simulation flag: an accepted setter call can still read back false when the component cannot simulate. physics_add_impulse is an editor-world probe and refuses a non-simulating component; it cannot prove the player interaction in PIE.
- Re-run scene_validate_physics. For runtime behavior, check editor_get_state, start editor_start_pie, perform the intended input with editor_pie_press_key or editor_pie_click_actor as appropriate, inspect the PIE actor through editor_pie_actor_inspect, and stop with editor_stop_pie. Leave an existing user PIE session alone.
- For an accepted edit to a placed component, re-read its collision and simulation settings, save the exact active map with level_save, and inspect saved, dirty, and verified status. Re-read the component after saving; if persistence is uncertain, mark the setup unsaved and route it to hayba-world-save-integrity. An editor-world impulse is only a probe and is not a persistent edit.
Evidence
Report actor and component identity, requested and read-back profile, simulation state, collision findings, PIE input and observed response, plus unresolved warnings. Editor-world velocity or a nonpenetrating placement does not prove the runtime control, networking, or player feel.
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.
- 13d ago First seen · 25 lines · 29 tokens per session scan A c20a99f4f027
hayba-physics-interaction is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed 3d ago), licensed MIT. It adds 29 tokens to every session and 431 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-10-04.
Other skills, from other repositories
unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.
asset-management
Import files from disk (images, meshes, any format the editor imports), export textures, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or EditorAssetLibrary.…
level-actors
List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.
materials
Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a…
vibeue
Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's…
project-settings
Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). Use when the user asks to change a project setting or editor preference, configure a UDeveloperSettings category, or read/write project config…