physics-logic

Simplify Unity Rigidbody movement, collision detection, and physics queries.

Updated Feb 25, 2026
One-click install
npx skills add https://github.com/Criezzz/Gametopia2026 --skill physics-logic
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-logic
Source: https://github.com/Criezzz/Gametopia2026/tree/main/.agent/skills/physics-logic
Command: npx skills add https://github.com/Criezzz/Gametopia2026 --skill physics-logic

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

Unity physics in games can be complex to implement consistently, including rigidbody movement, collision handling, and robust physics queries.

Core Features & Use Cases

  • Rigidbody-based movement and collision detection with clear separation of triggers and collisions.
  • Physics queries: Raycast, SphereCast, OverlapSphere, and Cone checks for line of sight, targeting, and AoE detection.
  • Utility templates and components to standardize physics behaviors across characters and environments.

Quick Start

Attach Rigidbody components, configure colliders and layers, and begin using Physics.* methods to implement gameplay interactions.

Frequently Asked Questions about physics-logic

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

FAQPage Schema
How do I implement Unity physics raycasts and collision detection for gameplay?

Unity physics integration is simplified using Rigidbody-based movement, Physics.Raycast, and Physics.OverlapSphere to standardize collision detection, triggers, and physics queries for characters and environments.

What is the best way to standardize Rigidbody movement and triggers in Unity?

Standardizing Rigidbody movement and triggers in Unity requires utility templates that separate collision events from trigger events, ensuring consistent physics behaviors across characters and environmental interactions.

Can I use Physics.SphereCast and OverlapSphere for AoE detection and targeting in Unity?

Physics.SphereCast and Physics.OverlapSphere support cone checks, line of sight, AoE detection, and targeting by utilizing layer masks and collision layers to filter physics query results.

Do I need to configure layer masks to perform Unity physics queries for projectile weapons?

Configuring layer masks and colliders is required for Unity physics queries because Physics.Raycast and OverlapSphere methods depend on collision layers to accurately detect projectile weapon interactions and environmental triggers.

How does Unity physics handle the separation of triggers and collisions for character controllers?

Unity physics separates triggers and collisions for character controllers by applying Rigidbody components with configured colliders, allowing Physics.* methods to process overlaps and interactions without conflicting with physical movement.

Why are my Unity Physics.OverlapSphere cone checks not detecting environmental triggers?

Physics.OverlapSphere cone checks fail to detect environmental triggers when colliders and layer masks are misconfigured, requiring correct Rigidbody attachment and collision layer setup to register accurate physics queries.