wave5-stateful-physics-event-buffers

Community

Track enter, stay, and exit reliably

AuthordyCuong03
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill helps you detect Enter, Stay, and Exit semantics for Unity Physics trigger and collision events without manually tracking overlap history across fixed simulation ticks.

Core Features & Use Cases

  • Stateful trigger tracking: Uses DynamicBuffer<StatefulTriggerEvent> to reliably count or react to overlap lifecycles (Enter/Exit) and optionally handle per-frame persistence (Stay).
  • Stateful collision tracking: Applies the same pattern to collision event lifecycles via Unity Physics stateful collision event buffers.
  • Correct ECS scheduling: Guides the required fixed-step system ordering so you read buffers after the corresponding buffer system runs.

Use when you need gameplay logic like portal/pickup activation, damage zone lifecycle handling, landing detection, or impact response that must distinguish first contact from ongoing contact and final contact.

Quick Start

Add StatefulTriggerEventBufferAuthoring to your trigger-zone entities, ensure your system runs in FixedStepSimulationSystemGroup and is ordered after StatefulTriggerEventBufferSystem, then iterate DynamicBuffer<StatefulTriggerEvent> in a Burst job and branch on StatefulEventState.Enter and StatefulEventState.Exit.

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-stateful-physics-event-buffers
Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#wave5-stateful-physics-event-buffers

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

Agent Skills Search Helper

Install a tiny helper to your Agent, search and equip skill from 471,000+ vetted skills library on demand.