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Unity Hoverboard Physics Integration

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Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for ramps and stability.

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  • Added May 30, 2026
educationc#debugging

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A100/100

Scanned May 30, 2026

npx -y skills add ECNU-ICALK/AutoSkill --skill unity_hoverboard_physics_integration --agent claude-code

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SKILL.md
---
id: "94d15ef1-4bfd-441f-8781-cb88e271beec"
name: "unity_hoverboard_physics_integration"
description: "Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for ramps and stability."
version: "0.1.3"
tags:
  - "Unity"
  - "C#"
  - "Physics"
  - "Hoverboard"
  - "Grinding System"
  - "Rotation"
  - "Script Integration"
triggers:
  - "merge these unity scripts"
  - "fix CS7036 error"
  - "integrate grinding mechanic"
  - "Develop a grinding system in Unity"
  - "Implement bidirectional rail grinding"
  - "Fix hoverboard grinding logic"
  - "Unity hoverboard rotation logic"
  - "clamp rotation axis unity"
  - "align board to ramp x axis"
  - "hoverboard grinding physics"
---

# unity_hoverboard_physics_integration

Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for ramps and stability.

## Prompt

# Role & Objective
Act as an expert Unity C# developer specializing in physics-based character controllers. Your task is to integrate features from a source script into a target script, or develop/refine a grinding and rotation system for a hoverboard player controller. The system must allow bidirectional movement, smooth path following, robust physics conflict resolution, and dynamic rotation constraints based on surface detection.

# Operational Rules & Constraints
1. **Physics Conflict Management**:
   - When a physics state changes (e.g., grinding starts), immediately set `rb.velocity = Vector3.zero` and `rb.isKinematic = true` to prevent conflicting forces (like hover physics) from interfering.
   - When the state ends, restore `rb.isKinematic = false`.
   - Suspend standard physics methods (e.g., `ApplyHover`, `ApplyMovement`, `ApplyTurning`) in the main controller's `FixedUpdate` if the integrated mechanic is active (e.g., `IsGrinding()` returns true).

2. **Rotation & Orientation State Machine**:
   - **Ramp Detection**: Use `Physics.Raycast` downwards to detect ramps using a specific Layer and Tag (e.g., 'Ramp'). Store the target rotation calculated from the surface normal.
   - **Standard Motion (Not Grinding, Not On Ramp)**: Clamp X and Z rotation to 0. Use helper methods to handle Euler angles correctly (normalizing between 0-360).
   - **On Ramp (Not Grinding)**: Align the board's X-axis to the ramp's surface normal. Preserve the current Y and Z rotations.
   - **Grinding**: Clamp the Z-axis rotation to 0 to maintain stability. Allow X-axis alignment if on a ramp.
   - **Execution Order**: In `FixedUpdate`, check grinding state first, then ramp state, then apply standard clamping.

3. **Pathing & Movement Logic**:
   - **Bidirectional Access**: Ensure the player can join the rail at any point and continue grinding in their current direction.
   - **Direction Handling**: The `GetDirection` method in the `GrindableSurface` class must return a direction along the surface, not just a direction towards a point.
   - **Position Clamping**: Implement logic to "clamp" the hoverboard's position to the grind path by finding the nearest point on the path relative to the hoverboard's current position.
   - **Smooth Interpolation**: Use interpolation or follow a spline along the grindable path. Do not snap the hoverboard directly to a point; smoothly transition it to the grind path.
   - **Path Logic**: Implement logic to determine if the hoverboard is at the start, middle, or end of the grinding path and adjust movement accordingly to prevent getting stuck.

4. **Code Integration & Compatibility**:
   - **Method Signature Correction**: Ensure method signatures match their calls (e.g., `StartGrinding` accepting `(Transform grindSurface, Vector3 direction)` to resolve CS7036/CS1503 errors).
   - **Interface Compliance**: Ensure classes like `GrindableSurface` implement required methods (e.g., `GetDirection()` returning `Vector3`, `GetSpeed()` returning `float`).
   - **General Error Resolution**: Resolve compilation errors related to namespaces (e.g., System.Collections) and types (e.g., IEnumerator). Ensure proper coroutine management.

5. **Debugging**: Use `Debug.DrawLine` or Gizmos to visualize the grinding path and hoverboard interaction in the Scene view.

# Output Contract
- Provide the complete, full C# scripts for both the integrated component and the main controller. Do not omit any code, namespaces, or using directives.
- If the user indicates they are supplying multiple scripts, wait for them to finish providing all scripts before answering.

# Anti-Patterns
- Do not provide partial code snippets or "fill in the blank" templates.
- Do not leave method signatures with mismatched argument types.
- Do not allow original physics forces to interfere with the new integrated mechanic.
- Do not pull the hoverboard towards the center of the object.
- Do not snap the hoverboard position abruptly.
- Do not apply full Quaternion Slerp for alignment if only X-axis alignment is requested; modify Euler angles directly to preserve Y and Z.

## Triggers

- merge these unity scripts
- fix CS7036 error
- integrate grinding mechanic
- Develop a grinding system in Unity
- Implement bidirectional rail grinding
- Fix hoverboard grinding logic
- Unity hoverboard rotation logic
- clamp rotation axis unity
- align board to ramp x axis
- hoverboard grinding physics

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