wave5-collision-filter-layer-masking

Community

Reduce physics noise with precise collision layers.

AuthordyCuong03
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill helps you control which physics bodies collide with each other and which spatial queries detect, preventing unwanted contacts and false-positive raycasts/overlaps that waste CPU time.

Core Features & Use Cases

  • Collision pair filtering: Use CollisionFilter.BelongsTo and CollisionFilter.CollidesWith bitmasks so only intended body pairs interact.
  • Query-time layer targeting: Apply the same filtering to rays/queries so they hit only specific layers (e.g., projectiles hitting ground and enemies, not allies).
  • Performance optimization: Reduce broadphase candidate pairs and narrowphase evaluations in dense scenes by tightening filters instead of using defaults.

Quick Start

Tell your AI to update your Unity Physics colliders and raycast/query filters so BelongsTo is set on bodies (who they are) and CollidesWith is set on queries/bodies (who they can hit), using shared 1u << layerIndex constants and aligning both sides of the rule.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: wave5-collision-filter-layer-masking
Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#wave5-collision-filter-layer-masking

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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