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Found 33 Skills
Use Godot 4.x physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies).
Set up 3D physics in Unity 6: 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.
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
Raycast's UI design system. Use when building interfaces inspired by Raycast's aesthetic - light mode, Inter font, 4px grid.
Build Raycast extensions with React and TypeScript. Use when the user asks to create a Raycast extension, command, or tool.
Prepare and open a pull request to raycast/extensions. Use when the user asks to open, submit, or get ready for a Raycast Store extension PR — not for general extension coding.
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.
Use skill if you are building or repairing Raycast Script Commands in Python or Bash and need correct metadata, output modes, arguments, discovery, or runtime behavior.
Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.
Raycast extension development standards. Use when writing or modifying Raycast extensions. Run lintro first, then Raycast's toolchain (npm run lint) which takes precedence for extension-specific rules.
Design and review game spatial query code for raycasts, picking, collision predicates, containment tests, orientation tests, and point/line/plane distances. Use when implementing or debugging ray-triangle hits, point-in-triangle checks, barycentric constraints, signed distance tests, or geometry predicates.
three.js scene graph objects: Object3D transforms and hierarchy, Group, Mesh, InstancedMesh, SkinnedMesh, BatchedMesh, LOD, Line/LineLoop/LineSegments, Points, Sprite, Bone, Skeleton, ClippingGroup; interaction via Raycaster, Layers masks, and EventDispatcher patterns. Merges the former interaction scope—use for picking and layers; for pure vector math without scene graph use threejs-math; for playing skeletal clips use threejs-animation; for frustum culling internals see camera docs.