What problem does it solve?
This Skill helps you avoid common Unity physics issues like inconsistent movement, GC allocations from physics queries, and unreliable collision handling by standardizing how physics code is written and configured.
Core Features & Use Cases
- FixedUpdate Discipline: Keeps physics mutations inside FixedUpdate while inputs are read in Update to ensure predictable simulation.
- Non-Allocating Queries: Uses NonAlloc variants (Raycast/Overlap/SphereCast/BoxCast/CapsuleCast) with preallocated buffers to reduce garbage collection spikes.
- Collision & Trigger Control: Covers layer collision configuration, QueryTriggerInteraction, and correct Collision vs Trigger callback usage.
- Performance & Correctness Patterns: Explains interpolation, collision detection modes, Physics.SyncTransforms, sleeping thresholds, and common configuration choices for player-like controllers and ragdoll transitions.
- 2D and Joints Coverage: Includes 2D equivalents (Physics2D, Rigidbody2D, CompositeCollider2D, effectors) and joint selection guidance.
Quick Start
Ask the assistant: "Using the Unity 6 physics best practices in the physics skill, rewrite my controller so it reads input in Update, applies movement in FixedUpdate, replaces allocating physics queries with NonAlloc versions using cached buffers, and configures collision layers and QueryTriggerInteraction correctly."