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batihandevbatihandev/unity-mcp-skills/skills/physics/SKILL.md

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

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
  1. Distinctive:

    Check for colliders in a sphere.

    line 38
  2. Distinctive:

    Check for colliders overlapping a box volume.

    line 106
  3. Distinctive:

    Create a PhysicMaterial asset.

    line 121

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Physics Skills

Overview

Raycasts, overlap checks, and gravity settings.

Common Mistakes

DO NOT (common hallucinations):

  • physics_add_rigidbody / physics_add_collider do not exist → use component_add with componentType "Rigidbody"/"BoxCollider"/etc.
  • physics_simulate does not exist → physics simulation runs during Play mode
  • Raycast results use world-space coordinates

Routing:

  • For adding physics components → use component module
  • 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).

ParameterTypeRequiredDefaultDescription
originXfloatYes-Ray origin X
originYfloatYes-Ray origin Y
originZfloatYes-Ray origin Z
dirXfloatYes-Direction X
dirYfloatYes-Direction Y
dirZfloatYes-Direction Z
maxDistancefloatNo1000Max ray distance
layerMaskintNo-1Layer mask filter

Returns: { count, hits: [{ objectName, instanceId, path, point, normal, distance }] }

physics_spherecast

Cast a sphere along a direction and get hit info.

ParameterTypeRequiredDefaultDescription
originXfloatYes-Origin X
originYfloatYes-Origin Y
originZfloatYes-Origin Z
dirXfloatYes-Direction X
dirYfloatYes-Direction Y
dirZfloatYes-Direction Z
radiusfloatYes-Sphere radius
maxDistancefloatNo1000Max cast distance
layerMaskintNo-1Layer mask filter

Returns: { hit, objectName, instanceId, point, distance }

physics_boxcast

Cast a box along a direction and get hit info.

ParameterTypeRequiredDefaultDescription
originXfloatYes-Origin X
originYfloatYes-Origin Y
originZfloatYes-Origin Z
dirXfloatYes-Direction X
dirYfloatYes-Direction Y
dirZfloatYes-Direction Z
halfExtentXfloatNo0.5Box half extent X
halfExtentYfloatNo0.5Box half extent Y
halfExtentZfloatNo0.5Box half extent Z
maxDistancefloatNo1000Max cast distance
layerMaskintNo-1Layer mask filter

Returns: { hit, objectName, instanceId, point, distance }

physics_overlap_box

Check for colliders overlapping a box volume.

ParameterTypeRequiredDefaultDescription
xfloatYes-Box center X
yfloatYes-Box center Y
zfloatYes-Box center Z
halfExtentXfloatNo0.5Box half extent X
halfExtentYfloatNo0.5Box half extent Y
halfExtentZfloatNo0.5Box half extent Z
layerMaskintNo-1Layer mask filter

Returns: { count, colliders: [{ objectName, path, isTrigger }] }

physics_create_material

Create a PhysicMaterial asset.

ParameterTypeRequiredDefaultDescription
namestringNo"New PhysicMaterial"Material name
savePathstringNo"Assets"Save directory path
dynamicFrictionfloatNo0.6Dynamic friction value
staticFrictionfloatNo0.6Static friction value
bouncinessfloatNo0Bounciness value

Returns: { success, path }

physics_set_material

Set PhysicMaterial on a collider (supports name/instanceId/path).

ParameterTypeRequiredDefaultDescription
materialPathstringYes-Asset path of the PhysicMaterial
namestringNonullGameObject name
instanceIdintNo0GameObject instance ID
pathstringNonullGameObject hierarchy path

Returns: { success, gameObject, material }

physics_get_layer_collision

Get whether two layers collide.

ParameterTypeRequiredDefaultDescription
layer1intYes-First layer index
layer2intYes-Second layer index

Returns: { layer1, layer2, collisionEnabled }

physics_set_layer_collision

Set whether two layers collide.

ParameterTypeRequiredDefaultDescription
layer1intYes-First layer index
layer2intYes-Second layer index
enableCollisionboolNotrueWhether to enable collision

Returns: { success, layer1, layer2, collisionEnabled }


RunCommand Examples

Recipe path rule: ../../recipes/physics/<command>.md

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