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unity-physics

gamedev-skills/awesome-gamedev-agent-skills

Set up 3D physics in Unity 6.3 LTS: Rigidbody movement, colliders, collisions, raycasts, and joints.

What is unity-physics?

Configure PhysX-based 3D physics for moving objects, handling collisions and triggers, and detecting interactions via raycasts. Use this when adding Rigidbody components, responding to OnCollisionEnter/OnTriggerEnter, tuning collision layers, or implementing physics-driven movement in Unity 6.3 LTS.

  • Apply forces and velocity to Rigidbody objects with mass-aware or mass-independent acceleration modes
  • Distinguish between solid collisions (OnCollisionEnter) and trigger overlaps (OnTriggerEnter) and respond accordingly
  • Organize interactions using layer-based collision matrices to avoid unnecessary physics tests
  • Cast rays with layer masks for ground checks, line-of-sight, and hit detection
  • Connect bodies with joints and configure kinematic vs dynamic Rigidbody behavior
  • Debug physics with the Physics Debugger and handle common pitfalls like tunnelling and sleeping bodies

How to install unity-physics

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics
Prerequisites
  • Unity 6.3 LTS (6000.3) or compatible version
  • Basic understanding of Transform, GameObject, and MonoBehaviour
  • Familiarity with FixedUpdate vs Update execution order
Claude Code
Cursor
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How to use unity-physics

  1. 1.Add a Rigidbody component to any object that should be physically simulated, and a Collider to anything that should be hit
  2. 2.Read input in Update and store movement intent; apply all forces and velocity changes in FixedUpdate
  3. 3.Use AddForce, linearVelocity, or MovePosition to move bodies—never assign transform.position directly to dynamic Rigidbodies
  4. 4.Toggle 'Is Trigger' on a Collider to switch between solid collisions (OnCollisionEnter) and trigger overlaps (OnTriggerEnter)
  5. 5.Assign objects to layers and configure the Layer Collision Matrix (Project Settings → Physics) to reduce unnecessary physics tests
  6. 6.Verify behavior with the Physics Debugger (Window → Analysis → Physics Debugger) and raise Collision Detection mode if fast objects tunnel through walls

Use cases

Good for
  • Character controller that accelerates with forces in FixedUpdate and clamps horizontal speed while preserving gravity
  • Pickup system using trigger colliders to detect when the player enters an area and collect items
  • Ground detection for jump mechanics using a downward raycast filtered to a ground layer
  • Moving platform that uses MovePosition to interpolate kinematic movement while carrying resting bodies
  • Bullet or fast-moving projectile that uses Continuous Collision Detection to avoid passing through walls
Who it's for
  • Game programmers implementing character movement and platformer mechanics
  • Physics-heavy game designers tuning collision behavior and layer interactions
  • Developers migrating from older Unity versions (linearVelocity replaces deprecated velocity)
  • Level designers setting up collision layers and debugging physics interactions

unity-physics FAQ

What is the difference between Rigidbody.velocity and Rigidbody.linearVelocity?

In Unity 6.3 LTS, Rigidbody.velocity is deprecated and replaced by Rigidbody.linearVelocity. Code from older tutorials using velocity will warn or fail to compile; always use linearVelocity in 6.3 LTS.

Why doesn't OnCollisionEnter fire on my CharacterController?

CharacterController.Move bypasses the Rigidbody system entirely and reports hits via OnControllerColliderHit instead. Do not add a Rigidbody to a CharacterController—the two are mutually exclusive movement modes.

My fast-moving object passes through walls. How do I fix tunnelling?

Raise the Rigidbody's Collision Detection from Discrete to Continuous (sweeps against static colliders), Continuous Dynamic (also sweeps against other dynamic bodies), or Continuous Speculative (works against everything). For bullets, consider raycasting along the trajectory instead.

Why don't my trigger callbacks fire?

Trigger callbacks require a Rigidbody on at least one of the two colliders, and both colliders must be enabled. Two static triggers will never report overlaps.

Should I apply physics forces in Update or FixedUpdate?

Always apply forces, velocity changes, and MovePosition calls in FixedUpdate. Read input in Update and store intent, then apply physics in FixedUpdate to avoid frame-rate-dependent jitter.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: unity-physics description: > Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.

Unity Physics (Rigidbody / PhysX)

Make objects move, collide, and detect each other with Unity 6.3 LTS's built-in 3D physics (PhysX). Get the FixedUpdate discipline, trigger-vs-collision rules, and collision layers right. Targets Unity 6.3 LTS (6000.3).

Unity 6.3 LTS rename: Rigidbody.velocity is now Rigidbody.linearVelocity (the old name is deprecated). Code copied from older tutorials will warn or fail to compile.

When to use

  • Use when giving an object physical motion (forces, velocity, gravity), responding to collisions or triggers, setting up collision layers/masks, raycasting for ground checks or line-of-sight, or connecting bodies with joints.
  • Use when scenes/prefabs contain Rigidbody + Collider components.

When not to use: 2D physics (Rigidbody2D, Collider2D) is a separate API — adapt the concepts but the types differ. Cross-engine feel tuning (timestep, jitter, tunnelling) → physics-tuning. Reading input that drives movement → unity-input-system.

Core workflow

  1. Add a Rigidbody to anything that should be simulated; add a Collider to anything that should be hit. A collision needs a Collider on both, and at least one Rigidbody.
  2. Do all physics in FixedUpdate. Read input in Update, store intent, then apply forces / set linearVelocity / call MovePosition in FixedUpdate.
  3. Move bodies through the physics API, not the Transform. Use AddForce, linearVelocity, or MovePosition — never assign transform.position to a non-kinematic Rigidbody (it teleports and breaks collision resolution).
  4. Pick collision vs trigger. A solid collision blocks and calls OnCollisionEnter; a Collider with Is Trigger checked passes through and calls OnTriggerEnter.
  5. Organise interactions with layers. Put objects on layers and edit the Layer Collision Matrix (Project Settings → Physics) so unrelated things don't test against each other.
  6. Verify with the Physics Debugger (Window → Analysis → Physics Debugger) and by watching for jitter; if fast objects pass through walls, raise Collision Detection mode.

Patterns

1. Force-based movement in FixedUpdate (with a speed clamp)

using UnityEngine;

[RequireComponent(typeof(Rigidbody))]
public class Mover : MonoBehaviour
{
    [SerializeField] private float accel = 30f, maxSpeed = 8f;
    private Rigidbody _rb;
    private Vector3 _input;   // set from Update / input system

    private void Awake() => _rb = GetComponent<Rigidbody>();

    private void FixedUpdate()
    {
        _rb.AddForce(_input * accel, ForceMode.Acceleration);     // mass-independent accel
        // Unity 6.3 LTS: linearVelocity (was 'velocity'). Clamp horizontal speed.
        Vector3 flat = new(_rb.linearVelocity.x, 0, _rb.linearVelocity.z);
        if (flat.magnitude > maxSpeed)
        {
            flat = flat.normalized * maxSpeed;
            _rb.linearVelocity = new Vector3(flat.x, _rb.linearVelocity.y, flat.z);
        }
    }
}

ForceMode: Force (continuous, mass-scaled), Acceleration (continuous, ignores mass), Impulse (instant, mass-scaled — jumps), VelocityChange (instant, ignores mass).

2. Collision vs trigger callbacks

// Solid hit: both have colliders, this one has a (non-kinematic) Rigidbody.
private void OnCollisionEnter(Collision col)
{
    Debug.Log($"Hit {col.gameObject.name} at {col.contacts[0].point}");
}

// Overlap: one collider has 'Is Trigger' = true. Requires a Rigidbody on at least one party.
private void OnTriggerEnter(Collider other)
{
    if (other.CompareTag("Pickup")) Destroy(other.gameObject);
}

3. Ground check with a layer-masked raycast

[SerializeField] private LayerMask groundMask;   // set to your "Ground" layer in the Inspector

private bool IsGrounded()
{
    // Cast a short ray down; only test colliders on groundMask.
    return Physics.Raycast(transform.position, Vector3.down, out RaycastHit hit,
                           1.1f, groundMask);
}

4. Kinematic platform that still pushes bodies

// isKinematic Rigidbody: not driven by forces, but MovePosition interpolates and carries
// resting bodies correctly (unlike moving the Transform directly).
private void FixedUpdate() => _rb.MovePosition(_rb.position + Vector3.right * (2f * Time.fixedDeltaTime));

Pitfalls

  • Rigidbody.velocity doesn't exist in Unity 6.3 LTS — use linearVelocity (and angularVelocity is unchanged).
  • Setting transform.position on a dynamic Rigidbody — teleports it, skips collision. Use MovePosition (kinematic/interpolated) or apply forces. If you do write the transform, physics queries (Raycast, OverlapSphere) see the old position until the next physics step — call Physics.SyncTransforms() once before a same-frame query, never every frame.
  • OnCollisionEnter never fires on a CharacterController — CharacterController.Move bypasses the Rigidbody system; it reports hits via OnControllerColliderHit(ControllerColliderHit) instead. Don't add a Rigidbody to "fix" it — the two are mutually exclusive movement modes.
  • Physics.Raycast ignores triggers by default — a ray won't report a trigger collider unless you pass QueryTriggerInteraction.Collide (or flip the global Physics.queriesHitTriggers / Project Settings → Physics → Queries Hit Triggers). It also returns false when the ray origin starts inside the target collider.
  • A resting Rigidbody stays put after you move or disable what it rests on — below the Sleep Threshold a body goes to sleep. Collisions and AddForce wake it automatically, but moving a static collider (no Rigidbody) via its Transform may not, so the crate hangs in mid-air when the floor slides away. Call Rigidbody.WakeUp() on the affected bodies.
  • Applying forces in Update — frame-rate-dependent and jittery. Physics goes in FixedUpdate.
  • Trigger callbacks never fire — triggers need a Rigidbody on at least one of the two colliders, and both colliders enabled; two static triggers don't report overlaps.
  • Fast objects pass through walls (tunnelling) — raise the Rigidbody's Collision Detection from Discrete. Note Continuous sweeps against static colliders only (it falls back to Discrete against other dynamic bodies); Continuous Dynamic also sweeps against other continuous dynamic bodies; Continuous Speculative works against everything and is cheaper. For bullets, also consider a SphereCast/Raycast along the trajectory instead of a collider.
  • Non-uniform-scaled MeshColliders or scaled colliders misbehave; prefer primitive colliders and keep scale uniform.
  • A concave MeshCollider on a moving body — Mesh colliders are concave by default, and concave ones can only be static or kinematic; two concave colliders never collide at all. For a dynamic Rigidbody enable Convex on the MeshCollider, or build a compound collider from primitives.
  • Everything collides with everything — wasted cost; assign layers and prune the Layer Collision Matrix.

References

  • For raycast variants (SphereCast, RaycastAll, OverlapSphere, LayerMask bit math) and joints (FixedJoint, HingeJoint, ConfigurableJoint, breakable joints), read references/raycasting-and-joints.md.
  • Primary docs: Unity Manual "Physics" section and ScriptReference/Rigidbody, ScriptReference/Physics.Raycast. For the added gotchas: ScriptReference/CollisionDetectionMode, ScriptReference/Physics-queriesHitTriggers, ScriptReference/MonoBehaviour.OnControllerColliderHit, ScriptReference/Physics.SyncTransforms, ScriptReference/Rigidbody.WakeUp, and the Manual pages "Introduction to rigid body physics" (sleeping) and "Introduction to Mesh colliders" (concave vs convex).

Related skills

  • physics-tuning — engine-agnostic feel: fixed timestep, mass/drag, CCD, stability.
  • unity-csharp-scripting — the FixedUpdate/Update split these patterns rely on.
  • unity-navmesh — agent movement that is not force-driven.