Installable skillMIT

Unity Physics Skill

Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.

BY a5c-aiUPDATED Oct 27, 2026
INTENDED FOR✳Claude Code>_Codex◈OpenClaw↗Cursor◎ChatGPTInstall in a listed agent.

instructions.md

---
name: unity-physics
description: Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
  domains: [domain:gaming]
  specializations: [specialization:game-development]
  skillAreas: [skill-area:physics-simulation, skill-area:game-engines]
  roles: [role:game-developer]
---

# 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)
COMPATIBILITY & REFERENCES

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Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.