unity-physics — Claude Code skill: what it does, how to install
Sets up 3D PhysX physics in Unity 6.3 LTS with proper Rigidbody motion, collision layers, and raycasts. Useful when writing character controllers or tuning physics interactions.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a claude-codeWhat unity-physics does
This skill guides agents through Unity 6.3 LTS (6000.3) 3D physics conventions. It keeps physics simulation inside FixedUpdate while reading player inputs in Update. It enforces Unity 6 API updates: using linearVelocity instead of obsolete velocity, linearDamping instead of drag, and PhysicsMaterial instead of PhysicMaterial.
It includes code patterns for clamping horizontal speed, moving kinematic platforms via MovePosition, and running ground checks using layer-masked raycasts. It clearly differentiates dynamic collisions from OnTriggerEnter overlaps, showing how GetContact avoids memory garbage allocations.
Do not use this skill for 2D physics or CharacterController logic, because they rely on separate APIs and message lifecycles. It also stops agents from teleporting bodies by directly changing transform.position.
What it helps with
- apply movement forces with
AddForceand clamp top speed - cast a raycast ground check using a layer mask
- separate solid collision hits from trigger volume overlaps
- move kinematic bodies with
MovePositionwithout breaking contacts
Example prompts for the agent
- Write a Rigidbody movement script for Unity 6.3 LTS using AddForce
- Create a ground check using Physics.Raycast and LayerMask
- Show how to handle OnCollisionEnter without allocating garbage arrays
How to install unity-physics
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a claude-code2Manually: put the files in place
~/.claude/skills/unity-physics/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/unity-physics/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a codex2Manually: put the files in place
.agents/skills/unity-physics/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a cursor2Manually: put the files in place
.cursor/skills/unity-physics/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-physics2Manually: put the files in place
.github/skills/unity-physics/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/unity/unity-physicsManually: put the files in place
.devin/skills/unity-physics/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →Similar
Questions about unity-physics
How to install unity-physics in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a claude-code in your terminal.
What does the unity-physics skill do?
It provides rules and patterns for PhysX 3D physics in Unity 6.3 LTS. It helps the agent write reliable Rigidbody code, set up raycasts, configure collision layers, and manage the FixedUpdate loop.
Does unity-physics support 2D physics or CharacterController?
No. The skill targets 3D PhysX with Rigidbody. 2D physics uses Rigidbody2D, and CharacterController relies on OnControllerColliderHit rather than the Rigidbody pipeline.
Source text
SKILL.md · Apache-2.0
---
name: unity-physics
description: >
Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs
collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody,
handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when
the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
---
# Unity Physics (Rigidbody / PhysX)
Make objects move, collide, and detect each other with Unity 6.3 LTS's built-in 3D physics
(PhysX). Get the `FixedUpdate` discipline, trigger-vs-collision rules, and collision layers
right. Targets **Unity 6.3 LTS (6000.3)**.
> **Unity 6 renames:** `Rigidbody.velocity` → **`linearVelocity`**, `drag` → **`linearDamping`**,
> `angularDrag` → **`angularDamping`**. The old names still compile in 6.3 LTS but are obsolete
> (warnings; the API Updater offers the rename), so write the new names. `PhysicMaterial` →
> **`PhysicsMaterial`** is a hard compile error in old code.
## When to use
- Use when giving an object physical motion (forces, velocity, gravity), responding to
collisions or triggers, setting up collision layers/masks, raycasting for ground checks or
line-of-sight, or connecting bodies with joints.
- Use when scenes/prefabs contain `Rigidbody` + `Collider` components.
**When *not* to use:** 2D physics (`Rigidbody2D`, `Collider2D`) is a separate API — adapt the
concepts but the types differ. Unity 6.3 also has a separate low-level 2D API
(`UnityEngine.LowLevelPhysics2D`: `PhysicsWorld`, `PhysicsBody`) with its own isolated worlds;
it is not the `Rigidbody2D` system. Cross-engine *feel* tuning (timestep, jitter, tunnelling) →
`physics-tuning`. Reading input that drives movement → `unity-input-system`.
## Core workflow
1. **Add a `Rigidbody`** to anything that should be simulated; add a `Collider` to anything
that should be hit. `OnCollision*` messages need a Collider on both and at least one
**dynamic** (non-kinematic) Rigidbody: with the default Contact Pairs Mode, kinematic vs
kinematic and kinematic vs static send no collision messages.
2. **Do all physics in `FixedUpdate`.** Read input in `Update`, store intent, then apply
forces / set `linearVelocity` / call `MovePosition` in `FixedUpdate`.
3. **Move bodies through the physics API, not the Transform.** Use `AddForce`,
`linearVelocity`, or `MovePosition` — never assign `transform.position` to a non-kinematic
Rigidbody (it teleports and breaks collision resolution).
4. **Pick collision vs trigger.** A solid collision blocks and calls `OnCollisionEnter`; a
`Collider` with `Is Trigger` checked passes through and calls `OnTriggerEnter`.
5. **Organise interactions with layers.** Put objects on layers and edit the Layer Collision
Matrix (Project Settings → Physics) so unrelated things don't test against each other.
6. **Verify** with the Physics Debugger (Window → Analysis → Physics Debugger) and by watching
for jitter; if fast objects pass through walls, raise Collision Detection mode.
## Patterns
### 1. Force-based movement in `FixedUpdate` (with a speed clamp)
```csharp
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class Mover : MonoBehaviour
{
[SerializeField] private float accel = 30f, maxSpeed = 8f;
private Rigidbody _rb;
private Vector3 _input; // set from Update / input system
private void Awake() => _rb = GetComponent<Rigidbody>();
private void FixedUpdate()
{
_rb.AddForce(_input * accel, ForceMode.Acceleration); // mass-independent accel
// Unity 6.3 LTS: linearVelocity (was 'velocity'). Clamp horizontal speed.
Vector3 flat = new(_rb.linearVelocity.x, 0, _rb.linearVelocity.z);
if (flat.magnitude > maxSpeed)
{
flat = flat.normalized * maxSpeed;
_rb.linearVelocity = new Vector3(flat.x, _rb.linearVelocity.y, flat.z);
}
}
}
```
`ForceMode`: `Force` (continuous, mass-scaled), `Acceleration` (continuous, ignores mass),
`Impulse` (instant, mass-scaled — jumps), `VelocityChange` (instant, ignores mass).
### 2. Collision vs trigger callbacks
```csharp
// Solid hit: both have colliders, at least one has a dynamic (non-kinematic) Rigidbody.
private void OnCollisionEnter(Collision col)
{
// GetContact avoids the garbage that the col.contacts array allocates.
Debug.Log($"Hit {col.gameObject.name} at {col.GetContact(0).point}");
}
// Overlap: one collider has 'Is Trigger' = true, and at least one party has a Rigidbody
// (or a Rigidbody carries the trigger). Two static colliders never report.
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Pickup")) Destroy(other.gameObject);
}
```
### 3. Ground check with a layer-masked raycast
```csharp
[SerializeField] private LayerMask groundMask; // set to your "Ground" layer in the Inspector
private bool IsGrounded()
{
// Cast a short ray down; only test colliders on groundMask.
return Physics.Raycast(transform.position, Vector3.down, out RaycastHit hit,
1.1f, groundMask);
}
```
### 4. Kinematic platform that still pushes bodies
```csharp
// isKinematic Rigidbody: not driven by forces, but MovePosition interpolates and carries
// resting bodies correctly (unlike moving the Transform directly).
private void FixedUpdate() => _rb.MovePosition(_rb.position + Vector3.right * (2f * Time.fixedDeltaTime));
```
## Pitfalls
- **Obsolete warnings on `velocity` / `drag` / `angularDrag`** — Unity 6 renamed them to
`linearVelocity`, `linearDamping` and `angularDamping` (`angularVelocity` is unchanged). Let
the API Updater rename them or edit by hand; `PhysicMaterial` must become `PhysicsMaterial`.
- **Setting `transform.position` on a dynamic Rigidbody** — teleports it, skips collision.
Use `MovePosition` (kinematic/interpolated) or apply forces. If you *do* write the transform,
physics queries (`Raycast`, `OverlapSphere`) see the old position until the next physics step
— call `Physics.SyncTransforms()` once before a same-frame query, never every frame.
- **`OnCollisionEnter` never fires on a `CharacterController`** — `CharacterController.Move`
bypasses the Rigidbody system; it reports hits via `OnControllerColliderHit(ControllerColliderHit)`
instead. Don't add a Rigidbody to "fix" it — the two are mutually exclusive movement modes.
- **A ground or line-of-sight ray stops on a trigger volume** — `Physics.Raycast` hits trigger
colliders by default (Project Settings → Physics → Queries Hit Triggers is on, i.e.
`Physics.queriesHitTriggers == true`). Pass `QueryTriggerInteraction.Ignore` to skip them in
one query, or turn the global setting off. A ray also returns `false` for a collider its
origin starts *inside*.
- **A resting Rigidbody stays put after you move or disable what it rests on** — below the
Sleep Threshold a body goes to sleep. Collisions and `AddForce` wake it automatically, but
moving a *static* collider (no Rigidbody) via its Transform may not, so the crate hangs in
mid-air when the floor slides away. Call `Rigidbody.WakeUp()` on the affected bodies.
- **Applying forces in `Update`** — frame-rate-dependent and jittery. Physics goes in
`FixedUpdate`.
- **`OnCollisionEnter` never fires between two kinematic bodies** (or kinematic vs static) —
with the default Contact Pairs Mode, Unity only sends collision messages when at least one
body is dynamic. Make one dynamic, use a trigger, or set Project Settings → Physics →
Contact Pairs Mode to enable kinematic pairs (more contact work every step).
- **Trigger callbacks never fire** — triggers need a `Rigidbody` on at least one of the two
colliders, and both colliders enabled; two static triggers don't report overlaps.
- **Fast objects pass through walls (tunnelling)** — raise the Rigidbody's Collision Detection
from `Discrete`. Note `Continuous` sweeps against **static colliders only** (it falls back to
Discrete against other dynamic bodies); `Continuous Dynamic` also sweeps against other
continuous dynamic bodies; `Continuous Speculative` works against everything and is cheaper.
For bullets, also consider a `SphereCast`/`Raycast` along the trajectory instead of a collider.
- **Non-uniform-scaled `MeshCollider`s or scaled colliders** misbehave; prefer primitive
colliders and keep scale uniform.
- **A concave `MeshCollider` on a moving body** — Mesh colliders are concave by default, and
concave ones can only be static or kinematic; two concave colliders never collide at all.
For a dynamic Rigidbody enable **Convex** on the MeshCollider, or build a compound collider
from primitives.
- **Part of a compound body drifts off on its own** — a compound collider should have exactly
one Rigidbody, on the root. An extra Rigidbody on a child makes that child a separate body.
- **Nothing moves and no callbacks fire, but raycasts still hit** — `Time.timeScale = 0` stops
`FixedUpdate` and the simulation; queries read collider geometry and keep working. Restore
a positive `timeScale` when the pause ends.
- **Everything collides with everything** — wasted cost; assign layers and prune the Layer
Collision Matrix.
## References
- For raycast variants (`SphereCast`, `RaycastAll`, `OverlapSphere`, `LayerMask` bit math) and
joints (`FixedJoint`, `HingeJoint`, `ConfigurableJoint`, breakable joints), read
`references/raycasting-and-joints.md`.
- Primary docs: Unity Manual "Physics" section and `ScriptReference/Rigidbody`,
`ScriptReference/Physics.Raycast`. For the added gotchas: `ScriptReference/CollisionDetectionMode`,
`ScriptReference/Physics-queriesHitTriggers`, `ScriptReference/MonoBehaviour.OnControllerColliderHit`,
`ScriptReference/Physics.SyncTransforms`, `ScriptReference/Rigidbody.WakeUp`, and the Manual
pages "Physics settings" (Queries Hit Triggers, Contact Pairs Mode), "Introduction to rigid
body physics" (sleeping), "Introduction to compound colliders" and "Introduction to Mesh
colliders" (concave vs convex).
## Related skills
- `physics-tuning` — engine-agnostic feel: fixed timestep, mass/drag, CCD, stability.
- `unity-csharp-scripting` — the `FixedUpdate`/`Update` split these patterns rely on.
- `unity-navmesh` — agent movement that is *not* force-driven.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills