batihandev/unity-mcp-skills/physics
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Use when users want to perform raycasts, overlap checks, or configure gravity.
Install
npx vskill@latest install batihandev/unity-mcp-skills/physicsSKILL.md
Physics Skills
Overview
Raycasts, overlap checks, and gravity settings.
Common Mistakes
DO NOT (common hallucinations):
physics_add_rigidbody/physics_add_colliderdo not exist → usecomponent_addwith componentType "Rigidbody"/"BoxCollider"/etc.physics_simulatedoes not exist → physics simulation runs during Play mode- Raycast results use world-space coordinates
Routing:
- For adding physics components → use
componentmodule - For physics material → use
physics_create_material(this module) - For layer collision matrix →
physics_set_layer_collision(this module)
Skills
physics_raycast
Cast a ray and get hit info. Parameters:
originX,originY,originZ(float): Origin point.dirX,dirY,dirZ(float): Direction vector.maxDistance(float, optional): Max distance (default 1000).layerMask(int, optional): Layer mask (default -1).
Returns: { hit: true, collider: "Cube", distance: 5.2, ... }
physics_check_overlap
Check for colliders in a sphere. Parameters:
x,y,z(float): Center point.radius(float): Sphere radius.layerMask(int, optional): Layer mask.
physics_get_gravity
Get global gravity setting. Parameters: None.
physics_set_gravity
Set global gravity setting. Parameters:
x,y,z(float): Gravity vector (e.g. 0, -9.81, 0).
physics_raycast_all
Cast a ray and return ALL hits (penetrating).
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| originX | float | Yes | - | Ray origin X | |
| originY | float | Yes | - | Ray origin Y | |
| originZ | float | Yes | - | Ray origin Z | |
| dirX | float | Yes | - | Direction X | |
| dirY | float | Yes | - | Direction Y | |
| dirZ | float | Yes | - | Direction Z | |
| maxDistance | float | No | 1000 | Max ray distance | |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { count, hits: [{ objectName, instanceId, path, point, normal, distance }] }
physics_spherecast
Cast a sphere along a direction and get hit info.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| originX | float | Yes | - | Origin X | |
| originY | float | Yes | - | Origin Y | |
| originZ | float | Yes | - | Origin Z | |
| dirX | float | Yes | - | Direction X | |
| dirY | float | Yes | - | Direction Y | |
| dirZ | float | Yes | - | Direction Z | |
| radius | float | Yes | - | Sphere radius | |
| maxDistance | float | No | 1000 | Max cast distance | |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { hit, objectName, instanceId, point, distance }
physics_boxcast
Cast a box along a direction and get hit info.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| originX | float | Yes | - | Origin X | |
| originY | float | Yes | - | Origin Y | |
| originZ | float | Yes | - | Origin Z | |
| dirX | float | Yes | - | Direction X | |
| dirY | float | Yes | - | Direction Y | |
| dirZ | float | Yes | - | Direction Z | |
| halfExtentX | float | No | 0.5 | Box half extent X | |
| halfExtentY | float | No | 0.5 | Box half extent Y | |
| halfExtentZ | float | No | 0.5 | Box half extent Z | |
| maxDistance | float | No | 1000 | Max cast distance | |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { hit, objectName, instanceId, point, distance }
physics_overlap_box
Check for colliders overlapping a box volume.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| x | float | Yes | - | Box center X | |
| y | float | Yes | - | Box center Y | |
| z | float | Yes | - | Box center Z | |
| halfExtentX | float | No | 0.5 | Box half extent X | |
| halfExtentY | float | No | 0.5 | Box half extent Y | |
| halfExtentZ | float | No | 0.5 | Box half extent Z | |
| layerMask | int | No | -1 | Layer mask filter |
Returns: { count, colliders: [{ objectName, path, isTrigger }] }
physics_create_material
Create a PhysicMaterial asset.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| name | string | No | "New PhysicMaterial" | Material name | |
| savePath | string | No | "Assets" | Save directory path | |
| dynamicFriction | float | No | 0.6 | Dynamic friction value | |
| staticFriction | float | No | 0.6 | Static friction value | |
| bounciness | float | No | 0 | Bounciness value |
Returns: { success, path }
physics_set_material
Set PhysicMaterial on a collider (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| materialPath | string | Yes | - | Asset path of the PhysicMaterial | |
| name | string | No | null | GameObject name | |
| instanceId | int | No | 0 | GameObject instance ID | |
| path | string | No | null | GameObject hierarchy path |
Returns: { success, gameObject, material }
physics_get_layer_collision
Get whether two layers collide.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| layer1 | int | Yes | - | First layer index | |
| layer2 | int | Yes | - | Second layer index |
Returns: { layer1, layer2, collisionEnabled }
physics_set_layer_collision
Set whether two layers collide.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| layer1 | int | Yes | - | First layer index | |
| layer2 | int | Yes | - | Second layer index | |
| enableCollision | bool | No | true | Whether to enable collision |
Returns: { success, layer1, layer2, collisionEnabled }
RunCommand Examples
Recipe path rule: ../../recipes/physics/<command>.md
Security
- Security scanPassed, 90 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/physics/SKILL.md
Popularity
- Repository stars
- 6
- Repository forks
- 1
- 7-day trend score
- 0
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
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