Agent skill

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.

ECNU-ICALKgithub.com/ECNU-ICALKGitHub ↗
claude-code
Install
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.

Facts
Files in the skill folder: 1
SKILL.md size: 5 KB
Bundled scripts: none
Version: 0.1.3
Path: SkillBank/ConvSkill/english_gpt4_8_GLM4.7/unity_hoverboard_physics_integration/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 539
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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

What's inside
Steps it walks through
  1. Prompt
  2. Triggers
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About this skill
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.

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