PlugWiki

physics-tuning Skill (gamedev-skills) for Claude Code: What It Does and How to Install It

Makes your agent tune game physics so motion is stable and feels right, in any engine.

Installs
8.7K
on skills.sh
Stars
6.4K
on GitHub
Files
1
besides SKILL.md
Updated
Oct 2026
last repo commit

This skill triggers when you mention physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, unstable physics or collision layers. It follows a seven-step workflow: simulate on a fixed timestep, keep physics work in the physics callback, interpolate rendering, tune mass, drag and gravity per body, stop tunneling with CCD, stabilize stacks and joints, then test by feel at low and high frame rates.

SKILL.md is engine-neutral. Its code examples are written in GDScript with Unity equivalents in comments. It bundles no scripts and points to one reference guide for the accumulator loop, substepping, solver tuning and sleeping.

Good for

  • Game developers whose objects jitter, tunnel through walls or feel floaty
  • Godot and Unity users deciding what runs in the fixed step
  • Anyone setting up collision layers and masks

Install physics-tuning

Claude Code

  1. 1

    Copy this prompt.

    Install the physics-tuning skill in Claude Code. Run this command:
    
    claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills
    claude plugin install disciplines@awesome-gamedev-agent-skills
    
    Then check that it loaded and tell me how to use it.
  2. 2

    Paste it into Claude Code. It shows the change and asks before running it.

The disciplines plugin in the marketplace lists 15 cross-engine skills, including this one. The README's own plugin example, gamedev, installs the router and all 77 skills. The marketplace entries list skill folders only (no hooks or MCP servers). physics-tuning works without the router.

Built from the package data we hold. Not yet tested by us. Source.

What's in the skill

When it loads

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.

Sections in SKILL.md

  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Fixed timestep for simulation, render interpolation for smoothness
  5. 2. Stop tunneling: CCD + a speed cap
  6. 3. Body tuning: mass, drag, gravity scale, material
  7. 4. Collision layers and masks (who collides with whom)
  8. Pitfalls
  9. References
  10. Related skills

Key facts

License
Apache-2.0
Installs on skills.sh
8,697 (Nov 2, 2026)
Last repo commit
Oct 28, 2026

What it includes

  • Simulates at a constant rate, for example 50 to 60 Hz, with a fixed dt

    Step 1 of the workflow.

    Fixed timestep

  • Applies forces and reads collisions in FixedUpdate or _physics_process

    Step 2.

    Write · Physics callback

  • Blends transforms between physics ticks to remove stutter

    Pattern 1, using the engine's built-in interpolation where it exists.

    Write · Render interpolation

  • Sets mass, drag, per-object gravity scale and physics materials

    Pattern 3. SKILL.md notes that mass does not change fall speed.

    Write · Body tuning

  • Turns on CCD for small fast bodies and caps maximum speed

    Pattern 2, with a rule of thumb for step distance versus wall thickness.

    Write · Tunneling fix

  • Raises solver iterations, keeps mass ratios modest and enables sleeping

    Step 6.

    Write · Stack and joint stability

  • Configures who collides with whom, in both directions

    Pattern 4, with a Unity collision-matrix equivalent.

    Write · Collision layers and masks

  • Plays at low and high frame rates and throws fast objects at thin walls

    Step 7: the agent reports what it observed.

    Stress test

  • Ten common mistakes, from frame-rate-dependent forces to one-way layer setup

    Counted from the Pitfalls section.

    Pitfalls list

From the official docs

Permissions

Low risk

What it can do

  • Read your data
  • Create and change things
  • Delete things
  • Read-only mode

Watch out for

  • It edits physics code and engine settings

    The workflow changes timesteps, CCD, mass, drag, layers and masks in your project. Commit first and review the diff, then test at different frame rates. github.com

  • The skill is engine-neutral, not engine-exact

    SKILL.md sends exact node and component APIs to godot-physics or unity-physics. Check engine-specific calls against your engine version. github.com

Technical details
Turning on read-onlyNo read-only mode. The skill is written to change code and settings.
Scopes
  • Edits your game's physics code and engine physics settings

  • Bundles no scripts

Questions

What does physics-tuning do?

It makes your agent diagnose and fix game physics that jitters, tunnels through walls, explodes in stacks or feels floaty. It covers fixed timesteps, render interpolation, CCD, body settings and collision layers.

How do I install it?

Use the install box at the top of this page. It can come as a Claude Code plugin from the repo's marketplace, or as a skills CLI install of this one skill.

Does it work with Godot, Unity and Unreal?

SKILL.md is engine-neutral, with GDScript examples and Unity equivalents in comments. It has no Unreal examples. For exact physics nodes, components and callbacks it points to godot-physics or unity-physics, which are separate skills in the same repo.

Do I need the other game skills?

No. SKILL.md says to pair it with godot-physics or unity-physics for concrete APIs, but it does not require them. The repo's install guide also recommends installing its router skill.

Is it safe?

It bundles no scripts. It does edit your physics code and engine settings, so use version control and test the result, as the stress-test step itself suggests.

How is it different from godot-physics and unity-physics?

SKILL.md says those two cover the exact bodies, colliders and callbacks of one engine. physics-tuning covers the engine-neutral settings. It sends jump-feel details such as coyote time and jump buffering to input-systems and the platformer skill.

Information

updated Nov 2, 2026

Folder
skills/disciplines/physics-tuning

gamedev-skills/awesome-gamedev-agent-skillsskills.sh

Sources

Docs, issue trackers and discussions this page is built from.

Show all 5
  1. awesome-gamedev-agent-skills README · github.com
  2. marketplace.json · github.com
  3. INSTALLATION.md · github.com
  4. physics-tuning SKILL.md · github.com
  5. timestep-and-ccd.md · github.com

Updated Nov 2, 2026.