unity-physics
Set up 3D physics in Unity 6: 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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics --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 Physics (Rigidbody / PhysX) 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. ## 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. 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. A collision needs a `Collider` on both, and at least one `Rigidbod
- When to use
- Core workflow
- Patterns
- 1. Force-based movement in FixedUpdate (with a speed clamp)
- 2. Collision vs trigger callbacks
- 3. Ground check with a layer-masked raycast
- 4. Kinematic platform that still pushes bodies
- Pitfalls
- References
- Related skills
What does the unity-physics skill do?
Set up 3D physics in Unity 6: 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.
How do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics --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 gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 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.
