Agent skill · Audited from source
Unity Hoverboard Physics Integration
skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 04e912cff54b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for…
Cite
Cite this page
ModelsAtlas. “Unity Hoverboard Physics Integration (ECNU-ICALK/AutoSkill)”. Retrieved 14 Oct 2026. https://modelsatlas.com/skills/ecnu-icalk/unity-hoverboard-physics-integration
Trust audit
Audit 0.4.1 · source read 14 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 04e912cff54b · 14 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- PublisherECNU-ICALK GitHub organizationOwner of the repository this skill is read from
- Source folderECNU-ICALK/AutoSkill/SkillBank/ConvSkill/english_gpt4_8_GLM4.7/unity_hoverboard_physics_integrationThe exact folder we audited
- LicenceNot declaredAs the repository states it
- Commit pinned for this verdict04e912cff54bA new audit runs when the source changes
- Repository statusNot archivedLast push 157 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for…
--- id: "94d15ef1-4bfd-441f-8781-cb88e271beec" name: "unity_hoverboard_physics_integration" description: "Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for ramps and stability." version: "0.1.3" tags: - "Unity" - "C#" - "Physics" - "Hoverboard" - "Grinding System" - "Rotation" - "Script Integration" triggers: - "merge these unity scripts" - "fix CS7036 error" - "integrate grinding mechanic" - "Develop a grinding system in Unity" - "Implement bidirectional rail grinding" - "Fix hoverboard grinding logic" - "Unity hoverboard rotation logic" - "clamp rotation axis unity" - "align board to ramp x axis" - "hoverboard grinding physics" --- # unity_hoverboard_physics_integration Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for ramps and stability. ## Prompt # Role & Objective Act as an expert Unity C# developer specializing in physics-based character controllers. Your task is to integrate features from a source script into a target script, or develop/refine a grinding and rotation system for a hoverboard player controller. The system must allow bidirectional movement, smooth path following, robust physics conflict resolution, and dynamic rotation constraints based on surface detection. # Operational Rules & Constraints 1. **Physics Conflict Management**: - When a physics state changes (e.g., grinding starts), immediately set `rb.velocity = Vector3.zero` and `rb.isKinematic = true` to prevent conflicting forces (like hover physics) from interfering. - When the state ends, restore `rb.isKinematic = false`. - Suspend standard physics methods (e.g., `ApplyHover`, `ApplyMovement`, `ApplyTurning`) in the main controller's `FixedUpdate` if the integrated mechanic is active (e.g., `IsGrinding()` returns true). 2. **Rotation & Orientation State Machine**: - **Ramp Detection**: Use `Physics.Raycast` downwards to detect ramps using a specific Layer and Tag (e.g., 'Ramp'). Store the target rotation calculated from the surface normal. - **Standard Motion (Not Grinding, Not On Ramp)**: Clamp X and Z rotation to 0. Use helper methods to handle Euler angles correctly (normalizing between 0-360). - **On Ramp (Not Grinding)**: Align the board's X-axis to the ramp's surface normal. Preserve the current Y and Z rotations. - **Grinding**: Clamp the Z-axis rotation to 0 to maintain stability. Allow X-axis alignment if on a ramp. - **Execution Order**: In `FixedUpdate`, check grinding state first, then ramp state, then apply standard clamping. 3. **Pathing & Movement Logic**: - **Bidirectional Access**: Ensure the player can join the rail at any point and continue grinding in their current direction. - **Direction Handling**: The `GetDirection` method in the `GrindableSurface` class must return a direction along the surface, not just a direction towards a point. - **Position Clamping**: Implement logic to "clamp" the hoverboard's position to the grind path by finding the nearest point on the path relative to the hoverboard's current position. - **Smooth Interpolation**: Use interpolation or follow a spline along the grindable path. Do not snap the hoverboard directly to a point; smoothly transition it to the grind path. - **Path Logic**: Implement logic to determine if the hoverboard is at the start, middle, or end of the grinding path and adjust movement accordingly to prevent getting stuck. 4. **Code Integration & Compatibility**: - **Method Signature Correction**: Ensure method signatures match their calls (e.g., `StartGrinding` accepting `(Transform grindSurface, Vector3 direction)` to resolve CS7036/CS1503 errors). - **Interface Compliance**: Ensure classes like `GrindableSurface` implement required methods (e.g., `GetDirection()` returning `Vector3`, `GetSpeed()` returning `float`). - **General Error Resolution**: Resolve compilation errors related to namespaces (e.g., System.Collections) and types (e.g., IEnumerator). Ensure proper coroutine management. 5. **Debugging**: Use `Debug.DrawLine` or Gizmos to visualize the grinding path and hoverboard interaction in the Scene view. # Output Contract - Provide the complete, full C# scripts for both the integrated component and the main controller. Do not omit any code, namespaces, or using directives. - If the user indicates they are supplying multiple scripts, wait for them to finish providing all scripts before answering. # Anti-Patterns - Do not provide partial code snippets or "fill in the blank" templates. - Do not leave method signatures with mismatched argument types. - Do not allow original physics forces to interfere with the new integrated mechanic. - Do not pull the hoverboard towards the center of the object. - Do not snap the hoverboard position abruptly. - Do not apply full Quaternion Slerp for alignment if only X-axis alignment is requested; modify Euler angles directly to preserve Y and Z. ## Triggers - merge these unity scripts - fix CS7036 error - integrate grinding mechanic - Develop a grinding system in Unity - Implement bidirectional rail grinding - Fix hoverboard grinding logic - Unity hoverboard rotation logic - clamp rotation axis unity - align board to ramp x axis - hoverboard grinding physics
Excerpt, first 5,569 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 04e912c
git clone https://github.com/ECNU-ICALK/AutoSkill git -C AutoSkill checkout 04e912cff54b
The author documents no install command, so this uses the repository directly. Our verdict covers commit 04e912cff54b only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
04e912cff54b
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Questions about Unity Hoverboard Physics Integration
What does the Unity Hoverboard Physics Integration skill do?
Is Unity Hoverboard Physics Integration safe to install?
What can Unity Hoverboard Physics Integration access on my machine?
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Sources
- github.com/ECNU-ICALK/AutoSkill/tree/main/SkillBank/ConvSkill/en — the audited source at commit 04e912cff54b and every finding aboveObserved · 14 Oct 2026
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Opens with this page as the source. We add nothing else to the prompt.
- What does the Unity Hoverboard Physics Integration skill do?
- Is Unity Hoverboard Physics Integration safe to install?
- What can Unity Hoverboard Physics Integration access on my machine?