What problem does it solve?
Unity's new PhysicsCore2D API (Unity.U2D.Physics) is recent, often post-dates AI training data, and is easily confused with the legacy component-based Physics2D system, leading to invented or obsolete API calls. This Skill orients you to the correct namespace, concurrency model, and object lifecycle, and routes you to the right topic or API sub-skill.
Core Features & Use Cases
- API Verification Protocol: Enforces a strict never-guess rule for PhysicsCore2D and adjacent APIs (Unity.Collections, Unity.Mathematics, Unity.Jobs), with a documented verification order using sub-skills and official docs.
- Core Concepts Explained: Covers the WORM lock concurrency model, definition structs, handle-struct semantics, transformObject synchronization, batch creation, and the OnEnable/OnDisable lifecycle pattern.
- Sub-Skill Routing: Directs you to the correct topic skill (joints, bodies, queries, batching, factories) or *-api skill for specific type references.
- Use Case: You are writing a MonoBehaviour that creates dynamic physics bodies in Unity 6000.5. The Skill ensures you use PhysicsWorld.defaultWorld, PhysicsBodyDefinition.defaultDefinition, batch creation with Allocator.Persistent, and proper destruction in OnDisable.
Quick Start
Ask the assistant to explain how PhysicsCore2D differs from the old Physics2D and to show the correct way to create and destroy a PhysicsBody in Unity 6000.5.