Agent skill
unity-physics
Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.
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
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
public bool CheckGround(out RaycastHit hit)
{
return Physics.Raycast(
transform.position,
Vector3.down,
out hit,
1.1f,
groundLayer,
QueryTriggerInteraction.Ignore
);
}
Best Practices
- Use FixedUpdate for physics
- Avoid scaling colliders at runtime
- Use layers for filtering
- Profile physics queries
- Consider Physics.autoSyncTransforms
References
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