physics

Standardize non-allocating physics queries and collision layers for Unity 6 games.

3|Updated Apr 8, 2026
One-click install
npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill physics
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics
Source: https://github.com/XeldarAlz/KlondikeSolitaire/tree/main/.claude/skills/systems/physics
Command: npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill physics

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Consolidates Unity physics best practices into a reusable guide to reduce runtime bugs and performance pitfalls by enforcing non-allocating queries, proper Update/FixedUpdate discipline, and consistent collision handling.

Core Features & Use Cases

  • Non-allocating physics queries and collision management to improve frame-rate stability in real-time gameplay.
  • Clear separation of input processing (Update) vs physics updates (FixedUpdate) and robust layer-based collision rules.
  • Use cases include character controllers, ragdoll systems, 2D/3D interactions, and joint-driven gameplay on Unity 6.

Quick Start

Apply the non-allocating physics patterns in Update/FixedUpdate and start with a simple character controller that uses layers and continuous collision settings.

Frequently Asked Questions about physics

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

FAQPage Schema
How do I perform non-allocating physics queries in Unity to prevent garbage collection spikes?

Non-allocating physics queries in Unity prevent garbage collection spikes by using pre-allocated buffers instead of returning temporary arrays. This Skill standardizes those QueryCommand patterns to maintain stable frame-rates in real-time gameplay.

What is the correct way to separate input processing from physics updates in Unity FixedUpdate?

Separating input from physics updates in Unity FixedUpdate means capturing user input in Update and applying movement strictly in FixedUpdate. This Skill enforces that discipline to ensure robust collision handling and consistent physics stepping.

How do I set up a 3D character controller in Unity 6 using layered collision management?

Layered collision management for a 3D character controller in Unity 6 uses physics layers and continuous collision settings to filter interactions. This Skill provides documented patterns for configuring those layers and non-allocating queries for character movement.

Why does my Unity ragdoll system experience performance drops during collision interactions?

Unity ragdoll systems experience performance drops during collision interactions when physics queries allocate memory per frame. This Skill solves those pitfalls by standardizing non-allocating queries and proper joint-based interaction patterns.

Can I use this physics integration approach for both 2D and 3D interactions in Unity?

Yes, this physics integration approach applies to both 2D and 3D interactions in Unity. It standardizes non-allocating collision management and robust layer-based rules across character controllers, ragdolls, and joint-driven gameplay.

What are the limitations of using standard FixedUpdate discipline for complex joint-based interactions?

Standard FixedUpdate discipline for complex joint-based interactions in Unity requires strict input separation and non-allocating queries to avoid desync. This Skill documents those constraints to prevent runtime bugs when using layered collision rules.