Run Unity physics queries and configure physics at editor time — raycasts, overlap checks, gravity, and physics settings. Use when casting rays, testing overlaps, querying colliders, or adjusting gravity/physics settings, even if the user just says "射线检测" or "物理设置". 执行 Unity 物理查询并在编辑器期配置物理(raycast、overlap 检测、重力、物理设置);当用户要发射射线、检测重叠、查询碰撞体、或调整重力/物理设置时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-physics
Editor-time physics queries (raycast / overlap), gravity, PhysicMaterial assets, and layer collision matrix.
physics_raycast / physics_check_overlap / physics_get_gravity / physics_get_layer_collision 等,源码标 SkillMode.SemiAuto)直接执行;变更类(physics_set_gravity / physics_create_material / physics_set_material / physics_set_layer_collision,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。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; this module does not step the simulationRouting:
component modulephysics_create_material (this module)physics_set_layer_collision (this module)physics_raycastCast 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_overlapCheck for colliders in a sphere.
Parameters:
x, y, z (float): Center point.radius (float): Sphere radius.layerMask (int, optional): Layer mask.physics_get_gravityGet global gravity setting.
Parameters: None.
physics_set_gravitySet global gravity setting.
Parameters:
x, y, z (float): Gravity vector (e.g. 0, -9.81, 0).physics_raycast_allCast a ray and return ALL hits (penetrating).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| originX | float | Yes | - | Ray origin X |
| originY | float | Yes | - | Ray origin Y |
| originZ | float | Yes | - | Ray origin Z |
| dirX | float | Yes | - | Direction X |
| dirY | float | Yes | - | Direction Y |
| dirZ | float | Yes | - | Direction Z |
| maxDistance | float | No | 1000 | Max ray distance |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { count, hits: [{ objectName, instanceId, path, point, normal, distance }] }
physics_spherecastCast a sphere along a direction and get hit info.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| originX | float | Yes | - | Origin X |
| originY | float | Yes | - | Origin Y |
| originZ | float | Yes | - | Origin Z |
| dirX | float | Yes | - | Direction X |
| dirY | float | Yes | - | Direction Y |
| dirZ | float | Yes | - | Direction Z |
| radius | float | Yes | - | Sphere radius |
| maxDistance | float | No | 1000 | Max cast distance |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { hit, objectName, instanceId, point, distance }
physics_boxcastCast a box along a direction and get hit info.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| originX | float | Yes | - | Origin X |
| originY | float | Yes | - | Origin Y |
| originZ | float | Yes | - | Origin Z |
| dirX | float | Yes | - | Direction X |
| dirY | float | Yes | - | Direction Y |
| dirZ | float | Yes | - | Direction Z |
| halfExtentX | float | No | 0.5 | Box half extent X |
| halfExtentY | float | No | 0.5 | Box half extent Y |
| halfExtentZ | float | No | 0.5 | Box half extent Z |
| maxDistance | float | No | 1000 | Max cast distance |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { hit, objectName, instanceId, point, distance }
physics_overlap_boxCheck for colliders overlapping a box volume.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| x | float | Yes | - | Box center X |
| y | float | Yes | - | Box center Y |
| z | float | Yes | - | Box center Z |
| halfExtentX | float | No | 0.5 | Box half extent X |
| halfExtentY | float | No | 0.5 | Box half extent Y |
| halfExtentZ | float | No | 0.5 | Box half extent Z |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { count, colliders: [{ objectName, path, isTrigger }] }
physics_create_materialCreate a PhysicMaterial asset.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | "New PhysicMaterial" | Material name |
| savePath | string | No | "Assets" | Save directory path |
| dynamicFriction | float | No | 0.6 | Dynamic friction value |
| staticFriction | float | No | 0.6 | Static friction value |
| bounciness | float | No | 0 | Bounciness value |
Returns: { success, path }
physics_set_materialSet PhysicMaterial on a collider (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| materialPath | string | Yes | - | Asset path of the PhysicMaterial |
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
Returns: { success, gameObject, material }
physics_get_layer_collisionGet whether two layers collide.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| layer1 | int | Yes | - | First layer index |
| layer2 | int | Yes | - | Second layer index |
Returns: { layer1, layer2, collisionEnabled }
physics_set_layer_collisionSet whether two layers collide.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| layer1 | int | Yes | - | First layer index |
| layer2 | int | Yes | - | Second layer index |
| enableCollision | bool | No | true | Whether to enable collision |
Returns: { success, layer1, layer2, collisionEnabled }
import unity_skills
# Raycast from position downward, check for hits
result = unity_skills.call_skill("physics_raycast",
originX=0, originY=5, originZ=0,
dirX=0, dirY=-1, dirZ=0,
maxDistance=10
)
if result.get("hit"):
print(f"Hit: {result['hitObjectName']} at distance {result['distance']}")
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
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Take besty0728/unity-physics from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.