unity-physics

Query and configure Unity physics state at editor time.

Updated Jan 30, 2026
One-click install
npx skills add https://github.com/Rayzerrek/dotfiles --skill unity-physics-rayzerrek
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-physics
Source: https://github.com/Rayzerrek/dotfiles/tree/main/.pi/agent/skills/unity-skills/skills/physics
Command: npx skills add https://github.com/Rayzerrek/dotfiles --skill unity-physics-rayzerrek

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you inspect and configure Unity physics at editor time without entering Play Mode, so you can verify hits, overlaps, gravity, and collision settings quickly and repeatably.

Core Features & Use Cases

  • Physics Queries: Run raycasts, raycast-all, spherecasts, boxcasts, and overlap checks to find colliders and hit results.
  • Physics Configuration: Read or set global gravity, create PhysicMaterial assets, assign materials to colliders, and manage the layer collision matrix.
  • Use Case: Use it when you need to confirm whether a character will hit an obstacle, test trigger volumes, tune friction or bounciness, or adjust which layers can collide in a Unity project.

Quick Start

Ask for a Unity physics raycast or collision setting update in editor time, and provide the origin, direction, or layer values you want checked or changed.

Frequently Asked Questions about unity-physics

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

FAQPage Schema
How do I run a Unity physics raycast in the editor without entering Play Mode?

You can run Unity physics raycasts at editor time by providing an origin and direction to execute synchronous editor-thread queries, returning collider hits instantly without advancing Play Mode simulation.

Can I perform spherecasts and boxcasts to test trigger volumes outside of Play Mode?

Yes, you can execute spherecasts, boxcasts, and overlap checks at editor time to find colliders and verify trigger volumes or obstacle hits without starting Play Mode simulation.

How do I configure the layer collision matrix and gravity settings in Unity?

You can read or set global gravity and manage the layer collision matrix directly to adjust which layers can collide in a Unity project, applying asset-level settings without entering Play Mode.

How do I create and assign a PhysicMaterial asset to tune friction and bounciness?

You can create PhysicMaterial assets and assign them to colliders at editor time to tune friction or bounciness, modifying asset-level properties synchronously on the editor thread.

Does this Unity physics query tool support raycast-all to find multiple colliders?

Yes, raycast-all queries are supported alongside standard raycasts, spherecasts, and boxcasts to find multiple colliders and hit results during single-frame editor-time physics checks.

What are the limitations of running physics queries at editor time in Unity?

This approach applies to single-frame physics queries and global or asset-level settings without advancing Play Mode simulation, requiring synchronous editor-thread execution for all operations.