galacean-collider

Implement dynamic and static colliders for Galacean Engine projects.

5|2|Updated Feb 5, 2026
One-click install
npx skills add https://github.com/ArimaKana/galacean-skills --skill galacean-collider
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: galacean-collider
Source: https://github.com/ArimaKana/galacean-skills/tree/main/skills/galacean-collider
Command: npx skills add https://github.com/ArimaKana/galacean-skills --skill galacean-collider

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Implement robust collision setups in Galacean Engine by providing DynamicCollider and StaticCollider patterns to enable realistic physics interactions.

Core Features & Use Cases

  • DynamicCollider usage for moving objects under gravity and forces.
  • StaticCollider usage for ground planes and non-moving environments, with multiple shapes per collider.
  • Practical examples include constructing a small scene with walls, floors, and a triggered collision area to detect hits.

Quick Start

Attach a DynamicCollider or StaticCollider to your Galacean entity and add shapes to enable basic physics interactions in your scene.

Frequently Asked Questions about galacean-collider

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up collision detection in Galacean Engine for a game scene?

To set up collision detection in Galacean Engine, attach a DynamicCollider or StaticCollider component to your entity and use addShape with shapes like BoxColliderShape or PlaneColliderShape to define environmental boundaries and interactive physics volumes.

What is the difference between dynamic and static colliders for physics interactions?

Dynamic colliders are for moving objects affected by gravity and forces, whereas static colliders define non-moving environments like ground planes and walls. Both support multiple collision shapes per collider to construct complex scene boundaries.

How do I create trigger volumes to detect hits in a Galacean project?

You create trigger volumes in a Galacean project by attaching a collider component to an entity and configuring its shapes to act as a triggered collision area. This allows your scene to detect hits without applying physical force responses.

Can I use multiple collision shapes on a single non-moving environment collider?

Yes, you can use multiple collision shapes on a single StaticCollider. This allows you to combine shapes like BoxColliderShape and PlaneColliderShape to accurately construct complex non-moving environments such as floors and walls.

Does Galacean Engine support standard physics shapes for game development?

Galacean Engine supports standard physics shapes for game development, including BoxColliderShape for moving blocks and walls, and PlaneColliderShape for ground floors, providing reliable collision setup via the addShape method.