بنقرة واحدة
unity-physics-tuning
Unity PhysX Tuning for RC Racing
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Unity PhysX Tuning for RC Racing
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| name | unity-physics-tuning |
| description | Unity PhysX Tuning for RC Racing |
Use this skill when configuring Unity's PhysX engine for realistic 1/10-scale RC car simulation. Covers project settings, timestep, collision layers, Rigidbody configuration, raycast vs WheelCollider, scale fixes, determinism, and common physics bugs.
unity-physics-3dunity-3d-materials or unity-shadersunity-networkingSet per-Rigidbody via Rigidbody.collisionDetectionMode.
| Mode | Cost | When to Use |
|---|---|---|
| Discrete | Lowest | Static objects, slow-moving debris, track barriers |
| Continuous | Medium | Vehicle chassis -- prevents tunneling through thin barriers |
| ContinuousDynamic | High | Fast projectiles, wheels at high RPM if using collider-based wheels |
| ContinuousSpeculative | Medium | Good compromise for vehicle body. Uses speculative CCD -- cheaper than full CCD but can allow some ghost collisions |
RC racing recommendation: Vehicle chassis = Continuous or ContinuousSpeculative. Track geometry = Discrete (static).
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
Unity 6: \ was renamed to \ (with an 's') and \ was renamed to . The old names are removed and will cause compile errors.
Create PhysicsMaterial assets for each surface type.
| Surface | Dynamic Friction | Static Friction | Bounciness | Combine Mode |
|---|---|---|---|---|
| Asphalt | 0.8 | 1.0 | 0.05 | Average |
| Dirt (packed) | 0.6 | 0.7 | 0.02 | Average |
| Dirt (loose) | 0.4 | 0.5 | 0.01 | Average |
| Gravel | 0.35 | 0.45 | 0.03 | Average |
| Grass | 0.5 | 0.6 | 0.01 | Average |
| Mud | 0.25 | 0.3 | 0.0 | Average |
Note: If using raycast suspension (recommended), these PhysicsMaterials are only for chassis-barrier collisions. Tire friction is calculated in your custom tire model using the surface type from the raycast hit.
// Surface lookup from raycast hit
PhysicsMaterial surfaceMat = hit.collider.sharedMaterial;
float gripMultiplier = surfaceConfig.GetGrip(surfaceMat); // Your lookup table
For substep simulation or replay systems:
// Disable auto-simulation
Physics.simulationMode = SimulationMode.Script;
void FixedUpdate()
{
int substeps = 4;
float substepDt = Time.fixedDeltaTime / substeps;
for (int i = 0; i < substeps; i++)
{
ApplyForces(substepDt);
Physics.Simulate(substepDt);
}
}
Replay system: Record inputs per-frame, then replay by calling Physics.Simulate with the same inputs and timestep. Requires Enhanced Determinism.
After any physics tuning change, run the conformance checks and record results via ConformanceRecorder:
ConformanceRecorder.BeginRun();
// ... run checks ...
ConformanceRecorder.Record("B", "B6", "Normal force sum at rest", 14.715, measuredForceSum);
ConformanceRecorder.EndRun();
Results are persisted to the local SQLite DB (Logs/physics_audit.db) for trend tracking and regression detection. See the physics-conformance-audit skill for the full catalogue of 93 checks across 12 categories.
| Skill | When to Use |
|---|---|
unity-physics-3d | General Unity physics (colliders, joints, raycasting basics) -- this skill builds on top of it |
clean-room-qa | Testing methodology for verifying physics tuning changes |