unity-physics

SKILL.md

Physics Skills

Raycasts, overlap checks, and gravity settings.

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 }

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