Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-physics --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/unity/unity-physics .claude/skills/unity-physics && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-physics into .claude/skills/unity-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-physics", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-physicsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-physics --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/unity/unity-physics .agents/skills/unity-physics && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-physics into .agents/skills/unity-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-physics", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-physics --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/unity/unity-physics .cursor/skills/unity-physics && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-physics into .cursor/skills/unity-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-physics", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git --path skills/unity/unity-physics--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-physics --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/unity/unity-physics .gemini/skills/unity-physics && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-physics into .gemini/skills/unity-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-physics", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-physicsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/unity/unity-physics .github/skills/unity-physics && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-physics into .github/skills/unity-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-physics", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-physics --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/unity/unity-physics .opencode/skills/unity-physics && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-physics into .opencode/skills/unity-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-physics", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-physicsSet up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints.
Unity Physics is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
Its SKILL.md is about 2.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/raycasting-and-joints.md`).
It sits in Game Development, covering Game development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit d4b0e35. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Physics loads about 2.1k tokens when it runs, and up to ~3k if it reads all its reference files. Until then it costs about 88 tokens; SKILL.md has 768 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from gamedev-skills/awesome-gamedev-agent-skills at commit d4b0e35, republished under its Apache-2.0 licence (© gamedev-skills). 768 words, ~2,141 tokens.
.claude/skills/unity-physics/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Make objects move, collide, and detect each other with Unity 6.3 LTS's built-in 3D physics
(PhysX). Get the FixedUpdate discipline, trigger-vs-collision rules, and collision layers
right. Targets Unity 6.3 LTS (6000.3).
Unity 6.3 LTS rename:
Rigidbody.velocityis nowRigidbody.linearVelocity(the old name is deprecated). Code copied from older tutorials will warn or fail to compile.
Rigidbody + Collider components.When not to use: 2D physics (Rigidbody2D, Collider2D) is a separate API — adapt the
concepts but the types differ. Cross-engine feel tuning (timestep, jitter, tunnelling) →
physics-tuning. Reading input that drives movement → unity-input-system.
Rigidbody to anything that should be simulated; add a Collider to anything
that should be hit. A collision needs a Collider on both, and at least one Rigidbody.FixedUpdate. Read input in Update, store intent, then apply
forces / set linearVelocity / call MovePosition in FixedUpdate.AddForce,
linearVelocity, or MovePosition — never assign transform.position to a non-kinematic
Rigidbody (it teleports and breaks collision resolution).OnCollisionEnter; a
Collider with Is Trigger checked passes through and calls OnTriggerEnter.FixedUpdate (with a speed clamp)using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class Mover : MonoBehaviour
{
[SerializeField] private float accel = 30f, maxSpeed = 8f;
private Rigidbody _rb;
private Vector3 _input; // set from Update / input system
private void Awake() => _rb = GetComponent<Rigidbody>();
private void FixedUpdate()
{
_rb.AddForce(_input * accel, ForceMode.Acceleration); // mass-independent accel
// Unity 6.3 LTS: linearVelocity (was 'velocity'). Clamp horizontal speed.
Vector3 flat = new(_rb.linearVelocity.x, 0, _rb.linearVelocity.z);
if (flat.magnitude > maxSpeed)
{
flat = flat.normalized * maxSpeed;
_rb.linearVelocity = new Vector3(flat.x, _rb.linearVelocity.y, flat.z);
}
}
}ForceMode: Force (continuous, mass-scaled), Acceleration (continuous, ignores mass),
Impulse (instant, mass-scaled — jumps), VelocityChange (instant, ignores mass).
// Solid hit: both have colliders, this one has a (non-kinematic) Rigidbody.
private void OnCollisionEnter(Collision col)
{
Debug.Log($"Hit {col.gameObject.name} at {col.contacts[0].point}");
}
// Overlap: one collider has 'Is Trigger' = true. Requires a Rigidbody on at least one party.
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Pickup")) Destroy(other.gameObject);
}[SerializeField] private LayerMask groundMask; // set to your "Ground" layer in the Inspector
private bool IsGrounded()
{
// Cast a short ray down; only test colliders on groundMask.
return Physics.Raycast(transform.position, Vector3.down, out RaycastHit hit,
1.1f, groundMask);
}// isKinematic Rigidbody: not driven by forces, but MovePosition interpolates and carries
// resting bodies correctly (unlike moving the Transform directly).
private void FixedUpdate() => _rb.MovePosition(_rb.position + Vector3.right * (2f * Time.fixedDeltaTime));Rigidbody.velocity doesn't exist in Unity 6.3 LTS — use linearVelocity (and
angularVelocity is unchanged).transform.position on a dynamic Rigidbody — teleports it, skips collision.
Use MovePosition (kinematic/interpolated) or apply forces. If you do write the transform,
physics queries (Raycast, OverlapSphere) see the old position until the next physics step
— call Physics.SyncTransforms() once before a same-frame query, never every frame.OnCollisionEnter never fires on a CharacterController — CharacterController.Move
bypasses the Rigidbody system; it reports hits via OnControllerColliderHit(ControllerColliderHit)
instead. Don't add a Rigidbody to "fix" it — the two are mutually exclusive movement modes.Physics.Raycast ignores triggers by default — a ray won't report a trigger collider
unless you pass QueryTriggerInteraction.Collide (or flip the global Physics.queriesHitTriggers
/ Project Settings → Physics → Queries Hit Triggers). It also returns false when the ray
origin starts inside the target collider.AddForce wake it automatically, but
moving a static collider (no Rigidbody) via its Transform may not, so the crate hangs in
mid-air when the floor slides away. Call Rigidbody.WakeUp() on the affected bodies.Update — frame-rate-dependent and jittery. Physics goes in
FixedUpdate.Rigidbody on at least one of the two
colliders, and both colliders enabled; two static triggers don't report overlaps.Discrete. Note Continuous sweeps against static colliders only (it falls back to
Discrete against other dynamic bodies); Continuous Dynamic also sweeps against other
continuous dynamic bodies; Continuous Speculative works against everything and is cheaper.
For bullets, also consider a SphereCast/Raycast along the trajectory instead of a collider.MeshColliders or scaled colliders misbehave; prefer primitive
colliders and keep scale uniform.MeshCollider on a moving body — Mesh colliders are concave by default, and
concave ones can only be static or kinematic; two concave colliders never collide at all.
For a dynamic Rigidbody enable Convex on the MeshCollider, or build a compound collider
from primitives.SphereCast, RaycastAll, OverlapSphere, LayerMask bit math) and
joints (FixedJoint, HingeJoint, ConfigurableJoint, breakable joints), read
references/raycasting-and-joints.md.ScriptReference/Rigidbody,
ScriptReference/Physics.Raycast. For the added gotchas: ScriptReference/CollisionDetectionMode,
ScriptReference/Physics-queriesHitTriggers, ScriptReference/MonoBehaviour.OnControllerColliderHit,
ScriptReference/Physics.SyncTransforms, ScriptReference/Rigidbody.WakeUp, and the Manual
pages "Introduction to rigid body physics" (sleeping) and "Introduction to Mesh colliders"
(concave vs convex).physics-tuning — engine-agnostic feel: fixed timestep, mass/drag, CCD, stability.unity-csharp-scripting — the FixedUpdate/Update split these patterns rely on.unity-navmesh — agent movement that is not force-driven.© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in skills/unity/unity-physics of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit d4b0e35
Unity Physics next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Physics this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~2.1k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.5k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.3k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Package AddIvanMurzak/Unity-MCP | 4.4k | 1 repos | ~665 | Automated safety check: Pass | Apache-2.0 |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
IvanMurzak/Unity-MCP
Install a Unity package from the registry, a Git URL, or a local path.
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets.
gamedev-skills/awesome-gamedev-agent-skills
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…
gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
gamedev-skills/awesome-gamedev-agent-skills
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…
gamedev-skills/awesome-gamedev-agent-skills
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
gamedev-skills/awesome-gamedev-agent-skills
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
Categories
Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Unity Physics is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints.
Unity Physics fits situations like: layer-based collision; adding a Rigidbody; handling OnCollisionEnter/OnTriggerEnter; tuning collision layers.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a claude-code`. Or copy the skill folder (skills/unity/unity-physics in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/unity-physics in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a codex`. Or copy the skill folder (skills/unity/unity-physics in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/unity-physics in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-physics -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-physics, .gemini/skills/unity-physics, .github/skills/unity-physics and .opencode/skills/unity-physics in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Physics is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Physics is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.1k tokens (SKILL.md is roughly 8.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 851 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity Physics: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,356 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on September 27, 2026.
Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.