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Get Started Free →Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.
.claude/skills/a5c-ai-unity-physics/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-03 | ✓→✓ | = Same ✓ | 22% | 0% |
| case-04 | ✓→✓ | = Same ✓ | 7% | 0% |
| case-05 | ✓→✓ | = Same ✓ | 12% | 0% |
| case-06 | ✓→✓ | = Same ✓ | 11% | 0% |
| case-07 | ✓→✓ | = Same ✓ | 13% | 0% |
Physics system configuration and implementation in Unity.
This skill provides capabilities for implementing physics-based gameplay using Unity's physics systems (PhysX 3D and Box2D 2D).
csharppublic class PhysicsObject : MonoBehaviour { private Rigidbody rb; void Awake() { rb = GetComponent<Rigidbody>(); rb.interpolation = RigidbodyInterpolation.Interpolate; rb.collisionDetectionMode = CollisionDetectionMode.Continuous; } void FixedUpdate() { rb.AddForce(Vector3.forward * 10f, ForceMode.Force); } }
csharppublic bool CheckGround(out RaycastHit hit) { return Physics.Raycast( transform.position, Vector3.down, out hit, 1.1f, groundLayer, QueryTriggerInteraction.Ignore ); }
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-01 | fail→fail | 14,901 | 18,574 | +25% | 1 | 1 | 0% | 2,357 | 2,432 | +3% | 0 | 0 | — |
case-02 | fail→fail | 12,815 | 13,918 | +9% | 1 | 1 | 0% | 2,277 | 2,483 | +9% | 0 | 0 | — |
case-03 | pass→pass | 9,454 | 11,532 | +22% | 1 | 1 | 0% | 1,376 | 1,680 | +22% | 0 | 0 | — |
case-04 | pass→pass | 8,297 | 24,860 | +200% | 1 | 1 | 0% | 1,579 | 1,697 | +7% | 0 | 0 | — |
case-05 | pass→pass | 13,580 | 11,394 | -16% | 1 | 1 | 0% | 1,903 | 2,136 | +12% | 0 | 0 | — |
case-06 | pass→pass | 15,670 | 13,889 | -11% | 1 | 1 | 0% | 2,200 | 2,437 | +11% | 0 | 0 | — |
case-07 | pass→pass | 11,316 | 12,604 | +11% | 1 | 1 | 0% | 2,035 | 2,290 | +13% | 0 | 0 | — |
case-08 | pass→pass | 10,205 | 8,338 | -18% | 1 | 1 | 0% | 1,792 | 1,727 | -4% | 0 | 0 | — |
case-09 | pass→pass | 16,889 | 16,598 | -2% | 1 | 1 | 0% | 2,388 | 2,694 | +13% | 0 | 0 | — |
case-10 | pass→pass | 7,678 | 5,833 | -24% | 1 | 1 | 0% | 1,268 | 1,223 | -4% | 0 | 0 | — |
case-11 | pass→pass | 5,334 | 5,961 | +12% | 1 | 1 | 0% | 855 | 1,389 | +62% | 0 | 0 | — |
case-12 | pass→pass | 11,054 | 9,235 | -16% | 1 | 1 | 0% | 1,605 | 1,953 | +22% | 0 | 0 | — |
case-13 | pass→pass | 8,933 | 9,648 | +8% | 1 | 1 | 0% | 1,206 | 1,981 | +64% | 0 | 0 | — |
case-14 | pass→pass | 13,417 | 9,099 | -32% | 1 | 1 | 0% | 2,032 | 2,027 | -0% | 0 | 0 | — |
case-15 | pass→pass | 8,234 | 7,409 | -10% | 1 | 1 | 0% | 1,427 | 1,716 | +20% | 0 | 0 | — |
case-16 | pass→pass | 5,169 | 6,237 | +21% | 1 | 1 | 0% | 871 | 1,336 | +53% | 0 | 0 | — |
case-17 | pass→pass | 6,510 | 6,202 | -5% | 1 | 1 | 0% | 1,164 | 1,337 | +15% | 0 | 0 | — |
case-18 | pass→pass | 5,494 | 4,836 | -12% | 1 | 1 | 0% | 912 | 1,146 | +26% | 0 | 0 | — |
case-19 | pass→pass | 5,428 | 7,858 | +45% | 1 | 1 | 0% | 928 | 1,407 | +52% | 0 | 0 | — |
case-20 | pass→pass | 12,947 | 17,523 | +35% | 1 | 1 | 0% | 2,293 | 3,037 | +32% | 0 | 0 | — |
case-21 | pass→pass | 17,300 | 14,567 | -16% | 1 | 1 | 0% | 2,498 | 2,628 | +5% | 0 | 0 | — |
case-22 | pass→pass | 11,275 | 18,101 | +61% | 1 | 1 | 0% | 1,991 | 2,530 | +27% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted. The headline lift of 0 percentage points is the difference between those two pass rates over the 22 comparable cases.
Other measured skills in the registry, with their headline benchmark lift.