unity-physics
Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.
Best use case
unity-physics is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.
Teams using unity-physics should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/unity-physics/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How unity-physics Compares
| Feature / Agent | unity-physics | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Unity Physics Skill
Physics system configuration and implementation in Unity.
## Overview
This skill provides capabilities for implementing physics-based gameplay using Unity's physics systems (PhysX 3D and Box2D 2D).
## Capabilities
### Rigidbody Configuration
- Configure mass, drag, constraints
- Set up continuous collision detection
- Handle interpolation modes
- Manage sleep thresholds
### Collision Detection
- Configure colliders and triggers
- Set up collision layers and masks
- Handle collision events
- Implement compound colliders
### Raycasting
- Perform raycasts and spherecasts
- Use overlap tests
- Handle layer filtering
- Batch physics queries
### Physics Settings
- Configure fixed timestep
- Set up solver iterations
- Handle physics materials
- Manage auto-sync transforms
## Prerequisites
- Unity 2021.3+
- Physics module (built-in)
## Usage Patterns
### Rigidbody Setup
```csharp
public class PhysicsObject : MonoBehaviour
{
private Rigidbody rb;
void Awake()
{
rb = GetComponent<Rigidbody>();
rb.interpolation = RigidbodyInterpolation.Interpolate;
rb.collisionDetectionMode = CollisionDetectionMode.Continuous;
}
void FixedUpdate()
{
rb.AddForce(Vector3.forward * 10f, ForceMode.Force);
}
}
```
### Raycasting
```csharp
public bool CheckGround(out RaycastHit hit)
{
return Physics.Raycast(
transform.position,
Vector3.down,
out hit,
1.1f,
groundLayer,
QueryTriggerInteraction.Ignore
);
}
```
## Best Practices
1. Use FixedUpdate for physics
2. Avoid scaling colliders at runtime
3. Use layers for filtering
4. Profile physics queries
5. Consider Physics.autoSyncTransforms
## References
- [Physics Documentation](https://docs.unity3d.com/Manual/PhysicsSection.html)Related Skills
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