Agent skill

unity-physics

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

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Forks 31

Install this agent skill to your Project

npx add-skill https://github.com/a5c-ai/babysitter/tree/main/library/specializations/game-development/skills/unity-physics

SKILL.md

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

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