> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics
Make objects move, collide, and detect each other with Unity 6's built-in 3D physics
(PhysX). Get the FixedUpdate discipline, trigger-vs-collision rules, and collision layers
right. Targets Unity 6 (6000.0 LTS).
> Unity 6 rename: Rigidbody.velocity is now Rigidbody.linearVelocity (the old
> name is deprecated). Code copied from older tutorials will warn or fail to compile.
collisions or triggers, setting up collision layers/masks, raycasting for ground checks or
line-of-sight, or connecting bodies with joints.
Rigidbody + Collider components.When *not* to use: 2D physics (Rigidbody2D, Collider2D) is a separate API — adapt the
concepts but the types differ. Cross-engine *feel* tuning (timestep, jitter, tunnelling) →
physics-tuning. Reading input that drives movement → unity-input-system.
Rigidbody to anything that should be simulated; add a Collider to anythingthat should be hit. A collision needs a Collider on both, and at least one Rigidbody.
FixedUpdate. Read input in Update, store intent, then applyforces / set linearVelocity / call MovePosition in FixedUpdate.
AddForce,linearVelocity, or MovePosition — never assign transform.position to a non-kinematic
Rigidbody (it teleports and breaks collision resolution).
OnCollisionEnter; aCollider with Is Trigger checked passes through and calls OnTriggerEnter.
Matrix (Project Settings → Physics) so unrelated things don't test against each other.
for jitter; if fast objects pass through walls, raise Collision Detection mode.
FixedUpdate (with a speed clamp)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: 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).
// Solid hit: both have colliders, this one has a (non-kinematic) Rigidbody.
private void OnCollisionEnter(Collision col)
{
Debug.Log($"Hit {col.gameObject.name} at {col.contacts[0].point}");
}
// Overlap: one collider has 'Is Trigger' = true. Requires a Rigidbody on at least one party.
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Pickup")) Destroy(other.gameObject);
}
[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);
}
// 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));
Rigidbody.velocity doesn't exist in Unity 6 — use linearVelocity (andangularVelocity is unchanged).
transform.position on a dynamic Rigidbody — teleports it, skips collision.Use MovePosition (kinematic/interpolated) or apply forces.
Update — frame-rate-dependent and jittery. Physics goes inFixedUpdate.
Rigidbody on at least one of the twocolliders, and both colliders enabled; two static triggers don't report overlaps.
to Continuous (or Continuous Dynamic) for bullets/fast movers.
MeshColliders or scaled colliders misbehave; prefer primitivecolliders and keep scale uniform.
Collision Matrix.
SphereCast, RaycastAll, OverlapSphere, LayerMask bit math) andjoints (FixedJoint, HingeJoint, ConfigurableJoint, breakable joints), read
references/raycasting-and-joints.md.
ScriptReference/Rigidbody,ScriptReference/Physics.Raycast.
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.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/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.