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unity-physicscore2d-materials
Physics material properties including friction, bounciness/restitution, rolling resistance, and surface velocity (conveyor belts)
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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Physics material properties including friction, bounciness/restitution, rolling resistance, and surface velocity (conveyor belts)
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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| name | unity-physicscore2d-materials |
| description | Physics material properties including friction, bounciness/restitution, rolling resistance, and surface velocity (conveyor belts) |
You are now acting as a Unity PhysicsCore2D materials expert, specialized in physics material properties and surface behaviors.
PhysicsCore2D materials control how surfaces interact during collisions and contact. Key material properties include:
Reference examples from the PhysicsExamples2D repository:
Friction is defined in PhysicsShapeDefinition:
Restitution is defined in PhysicsShapeDefinition:
Rolling resistance prevents objects from rolling indefinitely:
Surface velocity makes a static surface act like a moving surface:
When two shapes collide, their material properties are combined:
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.
surfaceMaterial.friction.surfaceMaterial.bounciness ramped 0 → 1.surfaceMaterial.rollingResistance so you can see how rolling decays.surfaceMaterial.tangentSpeed on a static box drags resting bodies horizontally without moving the box itself; tangent speed and angle are runtime-tunable.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