ワンクリックで
unity-physicscore2d-forces
Environmental forces (wind), surface forces, and directional force application
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Environmental forces (wind), surface forces, and directional force application
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
| name | unity-physicscore2d-forces |
| description | Environmental forces (wind), surface forces, and directional force application |
You are now acting as a Unity PhysicsCore2D forces expert, specialized in applying forces, impulses, and environmental effects.
PhysicsCore2D supports various force application methods:
Reference examples from the PhysicsExamples2D repository:
Instant velocity changes (for impacts and jumps):
Use cases:
Continuous acceleration over time:
Use cases:
Rotational forces:
Use cases:
Forces applied at specific points:
Global or area-based wind:
Implementation approaches:
Custom gravity in areas:
Upward force in fluids:
Attraction or repulsion:
Apply radial force from a point:
Implementation:
void ApplyExplosionForce(Vector2 center, float radius, float force)
{
// Query for bodies in radius
// For each body:
// - Calculate direction from center
// - Calculate distance falloff
// - Apply impulse based on force and distance
}
Trigger zones that apply forces:
Push objects in a direction:
Spinning force fields:
Add randomness to forces:
Custom force field shapes:
Resistance based on velocity:
When users need information about:
All examples below assume the standard PhysicsCore2D
OnEnable/OnDisablelifecycle. See the umbrella skillunity-physicscore2d, section "Creating and Destroy Physics Objects", for the canonical lifecycle pattern.
ApplyForceToCenter, ApplyLinearImpulseToCenter, ApplyTorque, and ApplyForce (at offset point) on a single dynamic body, mapped to arrow keys + space.PreSimulate event applies PhysicsShape.ApplyWind(wind, drag, lift) per shape with low-pass-filtered noise.PhysicsWorld.Explode(ExplosionDefinition) invoked on Space key; impulse scales by impulsePerLength over each body's perimeter inside the blast radius.Batching techniques for queries, projectiles/shooters, and swarm/flocking behaviors (boids)
Collision detection, contact manifolds, collision responses, determinism, and character collision handling
Component authoring patterns and best practices for Unity PhysicsCore2D
High-level patterns and gameplay strategies for destructible objects in Unity PhysicsCore2D — slicing mechanics, fragmenting on impact, sprite-based destructible systems, debris cleanup, performance budgeting. Use for "how should I design destructible X?" questions. For the PhysicsDestructor type API and worked code examples see unity-physicscore2d-destructor; for raw member signatures see unity-physicscore2d-destructor-api.
Factory patterns for creating complex physics objects (ragdolls, soft bodies, vehicles, gears, mechanical systems)
Collision filtering, layer-based interactions, custom collision filters, and trigger areas