| name | unity-physics |
| description | Use when users want to perform raycasts, overlap checks, or configure gravity. |
Physics Skills
Overview
Raycasts, overlap checks, and gravity settings.
Common Mistakes
DO NOT (common hallucinations):
physics_add_rigidbody / physics_add_collider do not exist → use component_add with componentType "Rigidbody"/"BoxCollider"/etc.
physics_simulate does not exist → physics simulation runs during Play mode
- Raycast results use world-space coordinates
Routing:
- For adding physics components → use
component module
- 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