wave5-collision-filter-layer-masking
CommunityReduce physics noise with precise collision layers.
Software Engineering#raycast#spatial queries#game performance#unity physics#unity dots#collisionfilter#bitmask 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.BelongsToandCollisionFilter.CollidesWithbitmasks 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 requiredComponents
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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