physics

Implement Unity 6 physics systems with FixedUpdate discipline and non-allocating queries.

3|Updated Jun 27, 2026
One-click install
npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill physics-omerzeyveli
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics
Source: https://github.com/OmerZeyveli/kinglet-unity/tree/main/.claude/skills/systems/physics
Command: npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill physics-omerzeyveli

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps Unity developers build predictable, performant physics systems while avoiding tunneling, unnecessary garbage collection, incorrect update timing, and collision configuration errors.

Core Features & Use Cases

  • FixedUpdate Discipline: Separates input sampling from force application and other physics operations.
  • Performance-Conscious Queries: Uses non-allocating raycasts, overlap checks, and sphere casts with preallocated buffers.
  • Collision and Rigidbody Guidance: Covers layer matrices, collision detection modes, triggers, interpolation, constraints, transform synchronization, 2D equivalents, and joint selection.
  • Use Case: Apply the Skill when implementing a player controller, projectile system, trigger-based interaction, enemy detection radius, or physics-driven mechanism in a Unity 6 project.

Quick Start

Use the physics skill to review or implement a Unity physics system that follows FixedUpdate discipline, uses non-allocating queries, and configures collision layers correctly.

Frequently Asked Questions about physics

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

FAQPage Schema
How do I prevent Unity rigidbody tunneling in high-speed gameplay?

Prevent Unity rigidbody tunneling by configuring appropriate collision detection modes for fast-moving objects and executing physics operations strictly within FixedUpdate.

Why does my Unity physics system generate unnecessary garbage during raycasts?

Unity physics raycasts generate garbage when not configured to use non-allocating queries. Preallocate buffer arrays for sphere casts and overlap checks to eliminate garbage collection.

How do I set up Unity collision layers for trigger-based interactions?

Set up Unity collision layers by configuring the layer collision matrix to isolate or enable interactions, ensuring triggers and colliders behave predictably for gameplay events.

Should I sample player input in Update or FixedUpdate for a Unity character controller?

Sample player input in Update for responsiveness, but cache and apply forces to the Unity character controller during FixedUpdate to maintain stable physics timing and avoid errors.

Can I use this physics system approach for Unity 6 2D and 3D joints?

Yes, this approach applies to Unity 6 2D and 3D joints, covering Rigidbody interpolation, constraints, transform synchronization, and joint selection for both physics dimensions.

What is the best way to synchronize transforms with Unity rigidbodies?

The best way to synchronize transforms with Unity rigidbodies is to move objects via Rigidbody forces or velocity in FixedUpdate rather than modifying transforms directly.