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.
npx skills add ECNU-ICALK/AutoSkill --skill unity_hoverboard_physics_integration --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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 mec
- Prompt
- Triggers
What does the unity_hoverboard_physics_integration skill do?
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.
How do I install it?
Run `npx skills add ECNU-ICALK/AutoSkill --skill unity_hoverboard_physics_integration --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From ECNU-ICALK/AutoSkill, a repository with 539 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
