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Found 3 Skills
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.
C# scripting in Unity for gameplay, behavior, and engine integration. PROACTIVELY activate for: (1) writing Unity C# scripts, (2) MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), (3) coroutines and async/await in Unity, (4) delegates, events, Action/Func patterns, (5) ScriptableObject creation and serialization, (6) GetComponent / TryGetComponent and component caching, (7) physics scripting (Rigidbody, raycast, collision/trigger callbacks), (8) animation scripting (Animator parameters, state machines, IK), (9) NavMesh and NavMeshAgent scripting, (10) input handling (Input System package), (11) custom serialization and SerializeField. Provides: lifecycle reference, coroutine vs async patterns, ScriptableObject templates, Rigidbody/collision recipes, NavMesh examples, and Input System setup.
3D PhysX collision and trigger diagnostics for MonoBehaviour-based Unity projects. Primary scope: OnCollisionEnter / OnTriggerEnter not firing, objects passing through each other, Physics.Raycast missing, ragdoll explosion, AddForce stops working after settling, MeshCollider rules, and similar 3D PhysX symptoms. Adjacent topics (2D physics, OTS / Unity Physics package): provides a brief best-effort answer with a scope disclaimer and a documentation link, rather than refusing outright. When dedicated specialist skills (physics-2d, physics-dots) are installed, those should handle their respective domains and this skill defers to them.