addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Run Unity physics queries and configure physics
$ npx -y skills add Besty0728/Unity-Skills --skill physics --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/physicsContext preview
The summary Claude sees to decide when to auto-load this skill.
Run Unity physics queries and configure physics
name: unity-physics description: Run Unity physics queries and configure physics
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Editor-time physics queries (raycast / overlap), gravity, PhysicMaterial assets, and layer collision matrix.
**DO NOT** (common hallucinations):
**Routing**:
Cast a ray and get hit info. **Parameters:**
**Returns:** `{ hit: true, collider: "Cube", distance: 5.2, ... }`
Check for colliders in a sphere. **Parameters:**
Get global gravity setting. **Parameters:** None.
Set global gravity setting. **Parameters:**
Cast a ray and return ALL hits (penetrating).
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | originX | float | Yes | - | Ray origin X | | originY | float | Yes | - | Ray origin Y | | originZ | float | Yes | - | Ray origin Z | | dirX | float | Yes | - | Direction X | | dirY | float | Yes | - | Direction Y | | dirZ | float | Yes | - | Direction Z | | maxDistance | float | No | 1000 | Max ray distance | | layerMask | int | No | -1 | Layer mask filter |
**Returns:** `{ count, hits: [{ objectName, instanceId, path, point, normal, distance }] }`
Cast a sphere along a direction and get hit info.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | originX | float | Yes | - | Origin X | | originY | float | Yes | - | Origin Y | | originZ | float | Yes | - | Origin Z | | dirX | float | Yes | - | Direction X | | dirY | float | Yes | - | Direction Y | | dirZ | float | Yes | - | Direction Z | | radius | float | Yes | - | Sphere radius | | maxDistance | float | No | 1000 | Max cast distance | | layerMask | int | No | -1 | Layer mask filter |
**Returns:** `{ hit, objectName, instanceId, point, distance }`
Cast a box along a direction and get hit info.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | originX | float | Yes | - | Origin X | | originY | float | Yes | - | Origin Y | | originZ | float | Yes | - | Origin Z | | dirX | float | Yes | - | Direction X | | dirY | float | Yes | - | Direction Y | | dirZ | float | Yes | - | Direction Z | | halfExtentX | float | No | 0.5 | Box half extent X | | halfExtentY | float | No | 0.5 | Box half extent Y | | halfExtentZ | float | No | 0.5 | Box half extent Z | | maxDistance | float | No | 1000 | Max cast distance | | layerMask | int | No | -1 | Layer mask filter |
**Returns:** `{ hit, objectName, instanceId, point, distance }`
Check for colliders overlapping a box volume.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | x | float | Yes | - | Box center X | | y | float | Yes | - | Box center Y | | z | float | Yes | - | Box center Z | | halfExtentX | float | No | 0.5 | Box half extent X | | halfExtentY | float | No | 0.5 | Box half extent Y | | halfExtentZ | float | No | 0.5 | Box half extent Z | | layerMask | int | No | -1 | Layer mask filter |
**Returns:** `{ count, colliders: [{ objectName, path, isTrigger }] }`
Create a PhysicMaterial asset.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | "New PhysicMaterial" | Material name | | savePath | string | No | "Assets" | Save directory path | | dynamicFriction | float | No | 0.6 | Dynamic friction value | | staticFriction | float | No | 0.6 | Static friction value | | bounciness | float | No | 0 | Bounciness value |
**Returns:** `{ success, path }`
Set PhysicMaterial on a collider (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | materialPath | string | Yes | - | Asset path of the
REST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)