unity-physics
Skill7 starsChanged 7 months agoMITView on GitHub
Use when users want to perform raycasts, overlap checks, or configure gravity.
3 other projects use a version of this.
Adopted by
Most recently taken up by
- gamedev-skills/awesome-gamedev-agent-skillstheir own version, first seen Oct 23, 2026
- Nice-Wolf-Studio/unity-claude-skillstheir own version, first seen Sep 14, 2026
- IceMasterT/Unity-6.3_SKILLStheir own version, first seen Aug 19, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 3
- gamedev-skills/awesome-gamedev-agent-skills★ 6.4ksame name
- Nice-Wolf-Studio/unity-claude-skills★ 32same name
- IceMasterT/Unity-6.3_SKILLS★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository34 other files it gives its agents.
- unity-mcp-skillsSkill
- unity-animatorSkill
- unity-assetSkill
- unity-cameraSkill
- unity-cinemachineSkill
- unity-cleanerSkill
- unity-componentSkill
- unity-consoleSkill
- unity-editorSkill
- unity-eventSkill
- unity-gameobjectSkill
- unity-importerSkill
- unity-lightSkill
- unity-materialSkill
- unity-navmeshSkill
- unity-optimizationSkill
- unity-packageSkill
- unity-perceptionSkill
- unity-prefabSkill
- unity-probuilderSkill
- unity-projectSkill
- unity-sceneSkill
- unity-scriptableobjectSkill
- unity-scriptSkill
- unity-shaderSkill
- unity-smartSkill
- unity-terrainSkill
- unity-testSkill
- unity-timelineSkill
- unity-toolingSkill
- unity-uiSkill
- unity-uitoolkitSkill
- unity-validationSkill
- unity-xrSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 38
Check for colliders in a sphere.
- Distinctive: line 106
Check for colliders overlapping a box volume.
- Distinctive: line 121
Create a PhysicMaterial asset.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Physics Skills
Overview
Raycasts, overlap checks, and gravity settings.
Common Mistakes
DO NOT (common hallucinations):
physics_add_rigidbody/physics_add_colliderdo not exist → usecomponent_addwith componentType "Rigidbody"/"BoxCollider"/etc.physics_simulatedoes not exist → physics simulation runs during Play mode- Raycast results use world-space coordinates
Routing:
- For adding physics components → use
componentmodule - For physics material → use
physics_create_material(this module) - For layer collision matrix →
physics_set_layer_collision(this module)
Skills
physics_raycast
Cast a ray and get hit info. Parameters:
originX,originY,originZ(float): Origin point.dirX,dirY,dirZ(float): Direction vector.maxDistance(float, optional): Max distance (default 1000).layerMask(int, optional): Layer mask (default -1).
Returns: { hit: true, collider: "Cube", distance: 5.2, ... }
physics_check_overlap
Check for colliders in a sphere. Parameters:
x,y,z(float): Center point.radius(float): Sphere radius.layerMask(int, optional): Layer mask.
physics_get_gravity
Get global gravity setting. Parameters: None.
physics_set_gravity
Set global gravity setting. Parameters:
x,y,z(float): Gravity vector (e.g. 0, -9.81, 0).
physics_raycast_all
Cast a ray and return ALL hits (penetrating).
| Parameter | Type | Required | Default | Description |
| originX | float | Yes | - | Ray origin X |
| originY | float | Yes | - | Ray origin Y |
| originZ | float | Yes | - | Ray origin Z |
| dirX | float | Yes | - | Direction X |
| dirY | float | Yes | - | Direction Y |
| dirZ | float | Yes | - | Direction Z |
| maxDistance | float | No | 1000 | Max ray distance |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { count, hits: [{ objectName, instanceId, path, point, normal, distance }] }
physics_spherecast
Cast a sphere along a direction and get hit info.
| Parameter | Type | Required | Default | Description |
| originX | float | Yes | - | Origin X |
| originY | float | Yes | - | Origin Y |
| originZ | float | Yes | - | Origin Z |
| dirX | float | Yes | - | Direction X |
| dirY | float | Yes | - | Direction Y |
| dirZ | float | Yes | - | Direction Z |
| radius | float | Yes | - | Sphere radius |
| maxDistance | float | No | 1000 | Max cast distance |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { hit, objectName, instanceId, point, distance }
physics_boxcast
Cast a box along a direction and get hit info.
| Parameter | Type | Required | Default | Description |
| originX | float | Yes | - | Origin X |
| originY | float | Yes | - | Origin Y |
| originZ | float | Yes | - | Origin Z |
| dirX | float | Yes | - | Direction X |
| dirY | float | Yes | - | Direction Y |
| dirZ | float | Yes | - | Direction Z |
| halfExtentX | float | No | 0.5 | Box half extent X |
| halfExtentY | float | No | 0.5 | Box half extent Y |
| halfExtentZ | float | No | 0.5 | Box half extent Z |
| maxDistance | float | No | 1000 | Max cast distance |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { hit, objectName, instanceId, point, distance }
physics_overlap_box
Check for colliders overlapping a box volume.
| Parameter | Type | Required | Default | Description |
| x | float | Yes | - | Box center X |
| y | float | Yes | - | Box center Y |
| z | float | Yes | - | Box center Z |
| halfExtentX | float | No | 0.5 | Box half extent X |
| halfExtentY | float | No | 0.5 | Box half extent Y |
| halfExtentZ | float | No | 0.5 | Box half extent Z |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { count, colliders: [{ objectName, path, isTrigger }] }
physics_create_material
Create a PhysicMaterial asset.
| Parameter | Type | Required | Default | Description |
| name | string | No | "New PhysicMaterial" | Material name |
| savePath | string | No | "Assets" | Save directory path |
| dynamicFriction | float | No | 0.6 | Dynamic friction value |
| staticFriction | float | No | 0.6 | Static friction value |
| bounciness | float | No | 0 | Bounciness value |
Returns: { success, path }
physics_set_material
Set PhysicMaterial on a collider (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description |
| materialPath | string | Yes | - | Asset path of the PhysicMaterial |
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
Returns: { success, gameObject, material }
physics_get_layer_collision
Get whether two layers collide.
| Parameter | Type | Required | Default | Description |
| layer1 | int | Yes | - | First layer index |
| layer2 | int | Yes | - | Second layer index |
Returns: { layer1, layer2, collisionEnabled }
physics_set_layer_collision
Set whether two layers collide.
| Parameter | Type | Required | Default | Description |
| layer1 | int | Yes | - | First layer index |
| layer2 | int | Yes | - | Second layer index |
| enableCollision | bool | No | true | Whether to enable collision |
Returns: { success, layer1, layer2, collisionEnabled }
RunCommand Examples
Recipe path rule: ../../recipes/physics/<command>.md
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