Agent skill

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.

gamedev-skillsgithub.com/gamedev-skillsGitHub ↗
claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
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.

Facts
Files in the skill folder: 2
SKILL.md size: 6 KB
Bundled scripts: none
Requires: Unity 6 (6000.0 LTS), built-in PhysX. Note the velocity → linearVelocity rename.
Path: skills/unity/unity-physics/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

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

From the SKILL.md

# 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

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Force-based movement in FixedUpdate (with a speed clamp)
  5. 2. Collision vs trigger callbacks
  6. 3. Ground check with a layer-masked raycast
  7. 4. Kinematic platform that still pushes bodies
  8. Pitfalls
  9. References
  10. Related skills
Ships with 1 file
  • references/raycasting-and-joints.md
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About this skill
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.

Keep going