wave5-stateful-physics-event-buffers
CommunityTrack enter, stay, and exit reliably
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 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-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.
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