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unity-physicslisted

Use when working with Unity's physics system — Rigidbody/Collider setup, CharacterController, raycasting, layers and the collision matrix, or choosing between 3D and 2D physics. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
IceMasterT/Unity-6.3_SKILLS · ★ 0 · AI & Automation · score 72
Install: claude install-skill IceMasterT/Unity-6.3_SKILLS
# Unity Physics ## Retrieval Sources | Source | Path | Use for | |--------|------|---------| | Physics overview | `Manual/PhysicsSection.html`, `Manual/PhysicsOverview.html` | Landing pages for the whole 3D physics system; navigation into every subtopic below | | Rigidbody | `Manual/class-Rigidbody.html`, `Manual/rigidbody-physics-section.html`, `Manual/rigidbody-configure-colliders.html` | Rigidbody component fields, mass/drag, attaching colliders to a body | | Rigidbody scripting | `ScriptReference/Rigidbody.html`, `ScriptReference/Rigidbody.AddForce.html`, `ScriptReference/Rigidbody.AddForceAtPosition.html`, `ScriptReference/Rigidbody.AddTorque.html`, `ScriptReference/Rigidbody.MovePosition.html`, `ScriptReference/Rigidbody.MoveRotation.html` | Exact method signatures and ForceMode semantics for driving a Rigidbody from code | | Rigidbody interpolation & sleep | `ScriptReference/Rigidbody-interpolation.html`, `ScriptReference/Rigidbody-sleepThreshold.html`, `ScriptReference/Rigidbody.Sleep.html`, `Manual/physics-optimization-cpu-rigidbody-sleeping.html` | Smoothing visuals across fixed-timestep steps; when/why bodies go to sleep and how to force it | | Continuous collision detection | `ScriptReference/Rigidbody-collisionDetectionMode.html`, `Manual/physics-optimization-cpu-rigidbody-collision-modes.html` | Discrete vs Continuous vs ContinuousDynamic vs ContinuousSpeculative, tunneling tradeoffs | | Collider overview & types | `Manual/CollidersOverview.html`, `Manual/coll