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unity-physics
Use when users want to perform raycasts, overlap checks, or configure gravity.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when users want to perform raycasts, overlap checks, or configure gravity.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use when working with a Unity project via MCP — creating or editing scenes, GameObjects, components, prefabs, materials, UI, lighting, navmesh, animations, terrain, C# scripts, or any other Unity Editor task.
Use when users want to run Unity tests or read test results.
Use when users want to enter play mode, select objects, undo/redo, or execute menu commands.
Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project.
Use when about to write or install a custom Editor script, add a [MenuItem], build a custom Editor window, or create a one-off Editor helper — to check whether a ready-to-paste template already exists in tooling/<domain>/ before reaching for Unity_CreateScript.
Use when users want to create Canvas, Button, Text, Image, or other UI elements.
| name | unity-physics |
| description | Use when users want to perform raycasts, overlap checks, or configure gravity. |
Raycasts, overlap checks, and gravity settings.
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 modeRouting:
component modulephysics_create_material (this module)physics_set_layer_collision (this module)physics_raycastCast 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_overlapCheck for colliders in a sphere. Parameters:
x, y, z (float): Center point.radius (float): Sphere radius.layerMask (int, optional): Layer mask.physics_get_gravityGet global gravity setting. Parameters: None.
physics_set_gravitySet global gravity setting. Parameters:
x, y, z (float): Gravity vector (e.g. 0, -9.81, 0).physics_raycast_allCast 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_spherecastCast 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_boxcastCast 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_boxCheck 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_materialCreate 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_materialSet 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_collisionGet 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_collisionSet 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 }
Recipe path rule: ../../recipes/physics/<command>.md