Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add a5c-ai/babysitter --skill unity-physics --agent claude-codeInstalls into .claude/skills of the current project.
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---
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)
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