Quick Answer
We provide a strategic prompt library for game developers to generate robust physics logic using AI. Our framework transforms vague requests into precise technical specifications for collision detection, character movement, and projectile physics. This approach saves hundreds of development hours by eliminating ambiguity and ensuring code compatibility with engines like Unity and Unreal.
The 'Do Not Do' Clause
Always include a 'do not do' clause in your physics prompts to prevent the AI from using incorrect practices. For example, specify to use `Rigidbody.MovePosition` instead of `transform.Translate` to ensure proper collision detection. This constraint acts as a guardrail for the AI's output.
The New Frontier of Physics Programming
Remember the last time you watched a character’s cloak clip through their armor, or a physics-based puzzle felt just a little too floaty? As a developer, you know that creating believable, responsive physics is one of the most intricate challenges in game design. The demand for hyper-realistic simulations in AAA titles pushes hardware to its limits, while indie games require stylized but perfectly consistent physics to maintain their unique feel. Writing this logic from scratch is a monumental task—it’s mathematically intensive, incredibly time-consuming, and a notorious source of hard-to-diagnose bugs that can derail a project.
This is where AI steps in, not as a replacement for your expertise, but as a powerful co-pilot. Think of a Large Language Model as a senior physics programmer you can consult 24/7. It can accelerate your prototyping by generating complex vector math on the fly, help you debug bizarre collision events by offering alternative approaches, and handle the tedious boilerplate code that often clutters a physics engine. Your role evolves from writing every line of code to architecting the system and guiding the AI to produce robust, efficient solutions.
This guide is designed to be your “prompt library” for game physics. We will move from foundational concepts and prompt engineering techniques to specific, high-impact applications. You’ll learn how to craft prompts for everything from precise collision detection and responsive character movement to advanced projectile logic. Our goal is to equip you with a repeatable framework for using AI to solve your most complex physics and logic challenges, saving you hundreds of hours of development time.
The Fundamentals: Structuring Prompts for Physics & Logic
Ever spent a week chasing a physics bug, only to find it was a simple sign error in a vector calculation? Or watched an AI-generated platformer controller completely ignore the game’s gravity? The difference between a frustrating, useless output and a robust, production-ready physics script isn’t the AI model—it’s how you frame the problem. Physics and logic are deterministic; they demand precision. Your prompts must reflect that.
In my experience building physics systems for 2D and 3D games, I’ve learned that the AI is only as good as the constraints you give it. It doesn’t “feel” what a good jump arc should be; it only knows what you tell it. A vague prompt like “make a character jump” is a recipe for disappointment. A detailed prompt that specifies mass, gravity, jump velocity, and input buffering is a blueprint for success. This section is about building those blueprints.
Anatomy of an Effective Physics Prompt
A successful prompt for game physics is a technical specification document. It leaves nothing to chance. Before you even ask for code, you must provide the foundational pillars that ground the AI in your project’s reality. Omitting these is the most common mistake developers make.
Your prompt must explicitly define the following components:
- The Game Engine and Language: This is non-negotiable. The physics API for Unity’s
Rigidbodyis fundamentally different from Godot’sCharacterBody2Dor Unreal’sChaos Physics. A prompt like “Write a C# script for a projectile” is better, but “Write a C# script for a Unity Rigidbody projectile that usesAddForcefor propulsion” is perfect. It tells the AI exactly which classes, methods, and conventions to use. - The Coordinate System: Be explicit about your world’s dimensions. Are we working in 2D (X, Y) or 3D (X, Y, Z)? This prevents the AI from generating irrelevant Z-axis calculations or confusing 2D physics components with 3D ones. For 2D, specify if you’re using
Vector2or if you’re faking 3D in a 2D space. - The Desired Behavior: Use precise, unambiguous language. Instead of “make it slide,” use “implement a sliding friction model where the friction coefficient decreases when the player is holding the crouch button.” Instead of “make it move,” describe the motion: “The object should move in an arc-based projectile path, peaking at a height of 10 units.”
Golden Nugget: Always include a “do not do” clause. For example, “Do not use
transform.Translatefor movement; use the physics engine’sRigidbody.MovePositionto ensure proper collision detection.” This prevents the AI from defaulting to common but incorrect practices for your specific use case.
Defining the Simulation Model
This is where you move from telling the AI what to do to telling it how to think. Games rarely use a 1:1 simulation of reality. You might need cartoon physics, slow-motion effects, or a highly stylized movement system. Your prompt must define the “physics engine” that runs inside the AI’s head.
First, specify the integration method if it’s important. While many engines default to Euler integration, some scenarios benefit from the stability of Verlet integration or the accuracy of RK4. A prompt like “Simulate a cloth hanging from two points using Verlet integration for stability” yields vastly superior results than a generic request. This is a detail that separates a prototype from a polished system.
Next, define the forces at play. Don’t assume the AI will remember to add gravity. Explicitly state: “Apply a constant downward force of 9.8 * mass to simulate Earth-like gravity. Additionally, apply a random wind force from the left with a magnitude between 2 and 5.” This gives you control over the environment and ensures the object behaves as expected within your game world.
Finally, you must guide the AI on the realism vs. stylization spectrum. A request for “realistic car physics” will generate a complex model with suspension and tire friction. A request for “arcade-style car physics” will prioritize responsiveness and snappy turning. You can even quantify this: “The jump should feel ‘floaty’; use a gravity multiplier of 0.5 on the way up and 1.5 on the way down.” This level of detail is what allows you to tune the feel of your game directly within the prompt.
Iterative Prompting for Refinement
No one writes perfect code on the first try, and the same applies to prompting. The most effective workflow I’ve found is a conversational, iterative process. Think of the AI as a junior programmer: you give them a general task, review their work, and then ask for specific revisions. This approach is far more efficient and less frustrating than trying to cram every single requirement into one massive prompt.
Start broad. Your first prompt should establish the core mechanic.
Initial Prompt Example: “Write a C# script for a moving platform in Unity. The platform should move back and forth between two points, Point A and Point B, at a constant speed.”
This is simple, but it gives you a working foundation. Now, you debug and refine through follow-up prompts. The AI maintains the context of the conversation, allowing you to build complexity layer by layer.
- Refinement 1 (Smoothness): “Great. Now modify the script so it accelerates smoothly at the start and decelerates to a stop at each point. Use an
AnimationCurveto control the acceleration profile.” - Refinement 2 (Interaction): “Perfect. Now add a check to ensure the platform only moves if the player is standing on top of it. Use
OnCollisionEnter2DandOnCollisionExit2Dto track the player’s presence.” - Refinement 3 (Edge Case): “Excellent. Finally, add a feature where if the player jumps off the platform while it’s moving, they retain the platform’s velocity for one second. This is for momentum-based movement.”
This conversational method is a powerful debugging tool. When the AI generates code with a bug, you don’t have to start over. You can simply point out the error: “The player is sliding off the edge when the platform stops. The velocity isn’t being reset to zero. Please fix this.” This targeted feedback often produces a perfect solution in seconds, saving you from manually tracing through the logic yourself.
Core Mechanics: Collision Detection and Response
How do you tell a game world that an object has hit a wall? It sounds simple, but the logic behind collision detection is the bedrock of every interactive experience, from a platformer landing on a platform to a complex physics simulation. Getting this right is the difference between a game that feels responsive and one that feels janky and unplayable. This is where AI prompts become your secret weapon, translating your high-level intent into precise, bug-free code.
Generating Basic Collision Logic with AI
The first step is to define the shape of your objects. For 2D games, the Axis-Aligned Bounding Box (AABB) is the workhorse. It’s computationally cheap and effective. You can prompt an AI to generate the core logic for both detection and response in one go. This approach saves time and ensures the two are consistent.
Prompt Example (AABB Collision):
“Write a C# function for a 2D game that checks for collision between two AABBs (Axis-Aligned Bounding Boxes). The function should take two objects, each with
Position(Vector2) andSize(Vector2). It must return a boolean. If a collision is detected, provide the logic to stop the player’s movement along the X-axis. Explain theMinandMaxpoint logic you use.”
This prompt is effective because it asks for the why (Min and Max points), not just the what. For 3D, the logic shifts to spheres, which are often faster for broad-phase checks.
Prompt Example (3D Sphere Check):
“Create a C# function to check for a collision between two spheres defined by their center points (
Vector3) and radii (float). If the distance between the centers is less than the sum of the radii, a collision occurs. Now, write the response logic: if the collision is with a ‘Bouncy’ tagged object, reverse the object’s velocity vector. Otherwise, set its velocity to zero.”
Finally, for environmental checks like ground detection or line-of-sight, raycasting is essential. A good prompt here specifies the need for both detection and a specific outcome.
Prompt Example (Raycasting for Ground Detection):
“Write a function that casts a ray downwards from a player’s position. If the ray hits an object on the ‘Ground’ layer within a distance of 0.1 units, set a boolean
isGroundedto true. If it doesn’t, set it to false and apply gravity to the player’s vertical velocity.”
Golden Nugget: When prompting for collision responses, always ask the AI to consider the order of operations. For example, you must resolve the collision (move the object out of the wall) before you zero out its velocity. If you do it the other way around, the object might get stuck in the wall on the next frame.
Prompting for Collision Layers and Tags
As your game grows, a simple “is it touching?” check becomes a nightmare. You need rules. Player bullets shouldn’t hit other player bullets, but they must hit enemies. This is managed with collision layers, tags, and collision matrices. Your prompts must be explicit about these engine-specific concepts to generate usable code.
When working with Unity or Unreal, you can guide the AI to use their specific systems.
Prompt Example (Layer-Based Logic):
“Generate a C# script for Unity that handles collision responses based on layers. The object has a
Rigidbody. When it collides with an object on the ‘Enemy’ layer, it should call anOnHitEnemy()function. When it collides with an object on the ‘Wall’ layer, it should play a ‘ricochet’ sound effect. Crucially, it must ignore all collisions with objects on the ‘Pickup’ layer. UseCompareTag()andLayerMaskfor the checks.”
This level of detail prevents the AI from generating generic code that you’ll have to heavily refactor. It directly addresses the need for a collision matrix, which is a table defining which layers can interact. You can even ask the AI to generate a visual representation of this matrix for your team.
Prompt Example (Collision Matrix Definition):
“Act as a physics engineer. Define a collision matrix for a top-down shooter. The layers are: Player, PlayerBullet, Enemy, EnemyBullet, Wall, and Pickup. Output a markdown table showing which layers should collide with each other (e.g., PlayerBullet collides with Enemy and Wall, but not Player or EnemyBullet).”
Advanced Collision: Triggers and Events
Moving beyond simple physics responses, modern games rely on event-based interactions. These are often handled by triggers—volumes that don’t block movement but fire events when entered or exited. This is where you can get creative with puzzles and gameplay mechanics.
Prompt Example (Event Trigger):
“Write a Unity script for a 3D trigger volume (Collider with
isTriggerchecked). When the ‘Player’ object enters the trigger, it should instantiate an enemy prefab at a specific spawn point and play a global ‘alarm’ sound effect. After the player leaves the trigger, the alarm sound should stop.”
This is a perfect use case for a mini-case study, where you can ask the AI to solve a more complex, multi-step problem.
Case Study: The Breakable Bridge
Imagine a classic puzzle: a wooden bridge that can support one person, but collapses if two players or a heavy object stand on it at the same time. This requires state management, weight calculation, and event triggering.
The Prompt for the Breakable Bridge:
“I need a C# script for a ‘Breakable Bridge’ in Unity. Here are the rules:
- The bridge has a
weightCapacityof 2.0.- It must track how many ‘heavy’ objects are on it. A ‘Player’ has a weight of 1.0.
- When an object with the ‘Heavy’ tag enters the bridge’s trigger, add its weight to a
currentWeightvariable.- If
currentWeightexceedsweightCapacity, trigger the bridge destruction: play a ‘crack’ animation, disable the bridge’s mainMeshRenderer, and disable itsColliderso players fall through.- When a ‘Heavy’ object exits the trigger, subtract its weight from
currentWeight. If the weight drops below the capacity, the bridge should not repair itself (it’s already broken).- Include debug logs to track
currentWeight.”
This detailed prompt forces the AI to consider state, persistence, and multiple interaction types (enter/exit). The resulting code is a robust, reusable game mechanic that would take a junior developer hours to write and debug. By using AI in this way, you’re not just writing code; you’re architecting gameplay.
Kinematics and Character Movement Logic
What separates a frustrating, unresponsive character from one that feels like an extension of the player’s will? It’s not just about high-fidelity graphics; it’s the invisible math of kinematics working tirelessly under the hood. Getting this logic right is the difference between a game that feels “floaty” or “sluggish” and one that’s praised for its “tight controls.” As developers in 2025, we can leverage AI not as a magic wand, but as a tireless junior programmer to implement and iterate on these complex systems with unprecedented speed.
Scripting Responsive Player Controllers
The foundation of any great action game is the player controller. When you prompt an AI for this, you must move beyond “make a player that moves” and describe the feeling you want to evoke. For a 2D platformer, this involves nuanced physics that reward precision.
Consider this expert-level prompt for a Unity project:
“Generate a C# script for a 2D platformer character controller. The core requirement is responsiveness. Implement a state machine with Idle, Run, Jump, and InAir states. For jumping, include a variable jump height mechanic: holding the jump button results in a higher jump, while tapping it results in a shorter one. Add a double-jump feature that is only available once the player is airborne and has already used their initial jump. Please use
Rigidbody2Dfor physics and ensure you handle ground detection with aPhysics2D.BoxCastto prevent input buffering issues.”
This prompt is effective because it specifies the technical implementation (BoxCast, Rigidbody2D) and the desired player experience (variable jump height, responsiveness). The AI understands that “responsiveness” means avoiding input lag, so it will prioritize direct force application over incremental position changes.
For 3D games, the logic shifts to camera-relative movement and state management for actions like sprinting and crouching. A prompt for a first-person controller might look like this:
“Create a First-Person Controller script for Unity. The player should move relative to the camera’s forward direction. Implement a toggle or hold-to-sprint function that increases movement speed by 40% and drains a stamina bar. Add a crouch mechanic that smoothly lowers the player’s collider height and reduces speed. Ensure the camera also lowers to maintain immersion. The controller should feel grounded and weighty, not floaty.”
Pro-Tip from the Trenches: When asking an AI for controller logic, always specify your engine’s update loop. A prompt that says “use
FixedUpdatefor physics-based movement andUpdatefor input gathering” will prevent common bugs like missed inputs or jittery movement, saving you hours of debugging frame-rate dependency issues.
Implementing Advanced Movement Techniques
Once you have a solid foundation, you can introduce mechanics that add depth and expression to movement. These are often harder to debug, making them perfect candidates for AI-assisted development. The key is to break down the mechanic into a logical sequence of events for the AI to follow.
Let’s take a wall jump. A vague prompt will get you a generic result. A structured prompt gets you a functional, polished mechanic:
“Develop a wall-jumping mechanic for a 3D character. The logic should be as follows:
- Detection: In the update loop, cast a short ray from the player’s side. If it hits an object tagged as ‘Wall’ and the player is not grounded, enter the ‘WallSliding’ state.
- Sliding: While in this state, apply a small downward velocity to simulate friction.
- Jump: If the player presses the jump button while sliding, apply an impulse force that is a vector combination of ‘Up’ and ‘Away from the wall’. Reset the player’s double-jump availability.”
This step-by-step approach guides the AI’s “thinking” process, resulting in code that is far more robust and less prone to edge-case bugs.
Similarly, for a grappling hook, you need to define the physics interaction precisely. A prompt like “Implement a grappling hook that pulls the player towards a point” is too simple. A better prompt is:
“Write a grappling hook script using Unity’s Spring Joint component. On right-click, raycast from the camera. If it hits a valid surface, create a Spring Joint on the player’s Rigidbody. Set the joint’s connected anchor to the hit point. Configure the spring and damper values for a smooth, responsive pull. Add logic to automatically break the joint if the distance exceeds a threshold or if the player presses the jump key.”
This level of detail ensures the AI uses the appropriate physics component and implements the desired game feel, like a responsive break condition, which is a common point of frustration for developers.
AI-Driven NPC Movement
Player movement is about control; NPC movement is about believable behavior. This is where you can use AI to generate logic for pathfinding and steering, creating worlds that feel alive.
For structured, predictable movement like patrolling, integrating with a game engine’s built-in navigation system is the most efficient path. Your prompt should reflect this:
“Generate a C# script for an NPC guard that patrols between a list of waypoints. Integrate this with Unity’s NavMeshAgent. The guard should move to the first waypoint, wait for 3 seconds, then move to the next, and loop back to the start after the last one. If the NavMeshAgent’s path is blocked, have it recalculate the path after a short delay.”
This prompt is powerful because it leverages the engine’s robust, optimized systems (NavMesh) instead of asking the AI to reinvent the wheel with a complex A* implementation.
For more organic, emergent behavior, you can prompt for classic steering behaviors. These are essential for wildlife, swarms, or simple enemies.
“Create a ‘Wander’ steering behavior for a flock of simple bird NPCs. Each bird should have a variable for speed and a ‘wander radius’. The logic should calculate a target point in front of the bird within this radius and apply a force to steer towards it. Include a ‘separation’ rule where each bird also calculates a force to push away from its immediate neighbors to avoid clumping. Combine these forces to determine the final velocity.”
This prompt asks for multiple, distinct forces to be combined, a core concept in game AI. The resulting script provides emergent, lifelike flocking and wandering patterns that would be time-consuming to code manually. By using AI to prototype these behaviors, you can rapidly iterate on the “feel” of your game’s ecosystem without getting bogged down in vector math.
Projectile Physics and Trajectory Prediction
How do you make a bullet feel right? It’s a question that separates good game feel from great game feel. A projectile isn’t just a visual moving from point A to B; it’s an object that needs to obey the rules of your world, or in the case of sci-fi, the rules you’ve invented for it. Getting the physics logic wrong can break immersion instantly. As a developer, you know that balancing realism with fun is a constant tightrope walk. AI can be your co-pilot in this, helping you generate the complex math and logic for everything from a simple rock throw to a heat-seeking missile, freeing you to focus on the gameplay.
Hitscan vs. Projectile: The Two Pillars of Shooting Mechanics
Before you can write a single line of physics code, you have to make a fundamental choice: is this weapon a bullet or a laser? This decision defines your player’s feel and your network traffic. Hitscan is the “laser” approach. It’s instantaneous. When the player pulls the trigger, the game casts a ray from the gun’s barrel. If that ray intersects with a valid target, it registers a hit. There’s no travel time, no drop, no gravity. It’s perfect for fast-paced shooters or low-precision weapons where instant feedback is key.
Projectile weapons, on the other hand, are physical objects. They have mass, velocity, and are affected by gravity. They travel through space over time. This creates more tactical gameplay, as players need to lead their shots and account for distance. It also looks and feels more substantial, which is why it’s used for rockets, grenades, and arrows.
Here’s how you’d prompt an AI to generate the core logic for both.
For a Hitscan weapon, your prompt needs to focus on raycasting and immediate consequences:
“Generate a C# script for a hitscan rifle in Unity. On mouse click, cast a Ray forward from the main camera. If it hits an object with the ‘Enemy’ tag, apply damage to that enemy’s health component. Also, spawn a particle effect at the raycast hit point to simulate an impact.”
This prompt is direct and specifies the engine, the trigger, the detection method, and the desired outcome. The AI will produce something clean like this:
// Example AI-generated Hitscan Logic
void Fire() {
RaycastHit hit;
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) {
Debug.Log("Hit: " + hit.transform.name);
Enemy enemy = hit.transform.GetComponent<Enemy>();
if (enemy != null) {
enemy.TakeDamage(damage);
}
// Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
}
}
For a Projectile weapon, the prompt must include physics properties:
“Create a C# script for a rocket projectile in Unity. The script should inherit from a MonoBehaviour and require a Rigidbody component. It needs a public
speedvariable. InStart(), it should get the Rigidbody and add a forward force to it. It should also include agravityScalevariable to be applied inFixedUpdate()to simulate trajectory arc. The projectile must destroy itself after 5 seconds and on collision, instantiate an explosion prefab.”
The resulting code will manage the object’s physical presence in the world:
// Example AI-generated Projectile Logic
public class Rocket : MonoBehaviour {
public float speed = 20f;
public float gravityScale = 1.5f;
private Rigidbody rb;
void Start() {
rb = GetComponent<Rigidbody>();
rb.velocity = transform.forward * speed;
}
void FixedUpdate() {
rb.AddForce(Physics.gravity * gravityScale, ForceMode.Acceleration);
}
void OnCollisionEnter(Collision collision) {
// Instantiate(explosionPrefab, transform.position, transform.rotation);
Destroy(gameObject);
}
}
Calculating Trajectories for AI Aiming
This is where AI truly shines as a development partner. Making an AI enemy that can actually hit a moving target with a projectile is a classic ballistics problem. It involves solving for a quadratic equation where the target is moving. You can ask a human to code this, but you can ask an AI to solve the math and code it in one go.
The goal is to find the initial velocity vector V that will intercept a target at position P_target with velocity V_target after a time t. The equation of motion for your projectile is P(t) = P_start + V*t + 0.5*g*t^2. It’s a complex problem, especially in 3D. An AI can solve this system of equations instantly.
Use a prompt that clearly defines the variables and the desired solution:
“Act as a game physics programmer. I need a C# function for a turret AI in Unity. The function should calculate the necessary initial velocity for a projectile (with a fixed
projectileSpeed) to intercept a moving target. The function needs to account for gravity (Vector3.down * 9.81). It should take the target’s current position, target’s velocity, and the projectile’s starting position as inputs. The function should return the required launch velocity Vector3, or return Vector3.zero if the target is unreachable. Please include the mathematical explanation in the comments.”
This prompt is powerful because it forces the AI to solve the physics problem first and then translate it into code. The “unreachable” check is a crucial piece of experience—a real developer knows you must handle edge cases where the target is too fast or too far. The AI will generate a solution that looks something like this, with the math explained:
// AI-generated Trajectory Prediction Logic
Vector3 CalculateInterceptVector(Vector3 shoterPos, float shotSpeed, Vector3 targetPos, Vector3 targetVel) {
Vector3 relativePos = targetPos - shoterPos;
// We are solving for a quadratic equation: |shoterPos + V*t - targetPos - targetVel*t|^2 = (shotSpeed*t)^2
// This simplifies to a quadratic in t. We need to find a real, positive t.
// The code below is a common solution to this problem.
float a = Vector3.Dot(targetVel, targetVel) - shotSpeed * shotSpeed;
float b = 2 * Vector3.Dot(relativePos, targetVel);
float c = Vector3.Dot(relativePos, relativePos);
float discriminant = b * b - 4 * a * c;
if (discriminant < 0) {
return Vector3.zero; // No real solution, unreachable
}
float t = (-b - Mathf.Sqrt(discriminant)) / (2 * a);
if (t < 0) {
t = (-b + Mathf.Sqrt(discriminant)) / (2 * a); // Try the other root
if (t < 0) return Vector3.zero; // Both roots are negative, unreachable
}
Vector3 aimDirection = (relativePos + targetVel * t).normalized;
return aimDirection * shotSpeed;
}
This is a perfect example of using AI to handle the heavy lifting of complex math, allowing you to implement advanced AI behavior without getting lost in derivations.
Specialized Projectile Behaviors
Once you’ve mastered the basics, you can layer on more interesting mechanics. These are what make combat memorable. AI is excellent for prototyping these because the logic can get surprisingly intricate.
-
Homing Missiles: A homing missile needs to constantly adjust its velocity to point towards its target. The key is to use
Vector3.RotateTowardsor by adding angular velocity to the Rigidbody. A good prompt would be: “Modify the projectile script. Add aTransform targetvariable. InFixedUpdate, after applying gravity, rotate the projectile’s forward vector towards the target usingVector3.RotateTowardsat a giventurnSpeed. The projectile should still move with its own velocity.” -
Boomerangs: This is about state management. A boomerang has three phases: travel out, wait, and return. The prompt needs to capture this flow: “Create a boomerang script. On launch, it travels forward with high velocity. After a set duration, it should decelerate to a stop, then accelerate back towards its original thrower’s position. While returning, it should deal damage to any enemies it passes.”
-
Bouncing Projectiles: Bouncing relies on physics reflection. The
OnCollisionEntermethod is your friend here. You need to get the collision normal and reflect your velocity vector against it. The “golden nugget” here is that you often want to maintain speed but change direction, so you normalize the reflected vector and multiply by your current speed.
“Update the projectile script to handle bounces. In
OnCollisionEnter, get theContactPoint.normal. Calculate the new velocity usingVector3.Reflect(rb.velocity.normalized, normal) * rb.velocity.magnitude. Set the Rigidbody’s velocity to this new vector. Add amaxBouncesinteger and decrement it; destroy the projectile when it reaches zero.”
This prompt instructs the AI to manipulate the physics state directly, giving you precise control over the bounce behavior. By using these layered prompts, you can build a diverse and exciting arsenal of weapons, all rooted in solid physics logic.
Environmental Physics: Forces, Fluids, and Constraints
How do you make a game world feel alive instead of just a static stage? The secret lies in environmental physics—the invisible systems that govern how objects react to wind, water, and their own connections. Getting this right is the difference between a world that feels like a collection of assets and one that feels like a living, breathing space. In my experience prototyping game mechanics, a well-implemented environmental system can create emergent gameplay moments that players remember long after they’ve finished a level.
This section provides battle-tested prompts for implementing these complex systems. We’ll move beyond simple gravity and explore how to command the physics engine to create dynamic, interactive environments.
Applying Forces and Torques for Dynamic Reactions
Objects in your world shouldn’t just fall; they should be pushed, pulled, and spun by their surroundings. The key is to instruct the AI to manipulate the physics engine’s core methods—AddForce for sustained pushes and ApplyImpulse for instantaneous kicks. When you’re crafting these prompts, always specify the type of force (linear vs. rotational) and the condition for its application.
For creating environmental zones, you can use a prompt like this:
“Generate a C# script for a ‘Wind Zone’ in Unity. The script should use
OnTriggerStayto detectRigidbodyobjects entering its collider. For each object, apply a continuous force in a specific direction (e.g.,transform.forward * 50f) usingAddForcewith theForceMode.Forcesetting to account for mass. Also, add a slight random torque usingAddTorqueto make objects tumble realistically.”
This prompt is effective because it specifies the trigger condition, the force vector, and the correct ForceMode, which is crucial for predictable behavior. For a gravity well or explosion, you’d switch the logic:
“Write a function that simulates an explosive force. It should find all
Rigidbodieswithin a set radius. Then, calculate a direction vector from the explosion’s center to each object’s position and apply an impulse force (ApplyImpulse) with a magnitude that decreases with distance. This creates a sharp, outward push.”
Golden Nugget: A common mistake is to use AddForce for explosions. It feels weak and “floaty.” Always use ApplyImpulse for instantaneous events like explosions or hits because it directly modifies the velocity, giving you that powerful, immediate kick players expect.
Simulating Simple Fluids and Buoyancy
Simulating fluids is often seen as a high-end feature, but you can fake it convincingly with basic math. The goal is to create a simple system where objects experience an upward force when submerged and a resistance force that opposes their movement. This is a perfect task for an AI, as it involves combining multiple vectors.
Here’s a prompt that has proven incredibly effective in my projects for creating a lightweight, performant buoyancy system:
“Create a
BuoyancyControllerscript for Unity. The script needs a public floatsubmersionDepththat determines how deep an object must be before buoyancy kicks in. InFixedUpdate, check if the object’s Y position is below the water level.If it is, calculate two forces:
- Buoyancy: An upward force (
Vector3.up) that is a multiple of the object’s mass (e.g.,rigidbody.mass * 9.81f). This counteracts gravity.- Drag: A force that opposes the object’s current velocity (
-rigidbody.velocity * dragCoefficient).Apply both forces to the
RigidbodyusingAddForce.”
This prompt breaks the problem down into its logical components, guiding the AI to produce a robust script. The result is an object that floats, sinks if it’s too heavy, and slows down as it moves through the “water”—all without a single line of complex fluid dynamics code.
Expert Insight: For even more realism, add a “wave” modifier. In your prompt, ask the AI to add a
Mathf.Sin(Time.time)calculation to the water level check. This makes the object bob up and down, selling the illusion of a dynamic surface for minimal performance cost.
Joints and Constraints for Physical Connections
Joints are how you connect objects, creating everything from simple hinges to complex ragdolls. The challenge is describing the type of connection you want. Do you want a door to swing freely on one axis? A rope to dangle and swing? A character’s arm to flop realistically?
The key is to describe the degrees of freedom you want to restrict. For a swinging rope, you want a connection that is fixed at one end but allows rotation in all directions. For a door, you want to lock all motion except for rotation on a single axis.
Use this prompt to generate a swinging rope:
“Generate a script to create a swinging rope in Unity. The script should dynamically create a series of connected
Rigidbodyobjects (links). The first link should be fixed in place. All subsequent links should be connected byConfigurableJointcomponents.Configure the joints to have a very low linear spring strength to allow stretching and a high angular spring strength to maintain the rope’s shape but allow swinging. Set the joint’s
Connected Bodyto the previous link in the chain.”
For a ragdoll, the prompt needs to be more specific about connecting existing bones:
“Write a script to programmatically set up a ragdoll physics system on a humanoid character. The script should find all
RigidbodyandCollidercomponents on the character’s bones (e.g., Hips, Spine, Head, Arm_L, etc.). It should then createCharacterJointcomponents between each bone and its parent, configuring theSwing LimitandTwist Limitangles to mimic human joint limitations. Finally, it should disable the main Animator component when the ragdoll is triggered.”
By being explicit about the joint type (ConfigurableJoint vs. CharacterJoint) and the parameters you want to set (Swing Limit, Angular Spring), you guide the AI to produce the precise physical connection you need, saving you hours of tedious setup and tweaking.
Conclusion: Integrating AI-Powered Physics into Your Workflow
The real power of an AI co-pilot isn’t just about writing code faster; it’s about fundamentally changing how you approach game physics. Instead of getting bogged down in deriving vector equations for a new projectile arc, you can prototype a dozen variations in an afternoon. This frees up your most valuable resource—your creative energy—to focus on what truly matters: the player experience. It’s the difference between wrestling with the math behind a wall-jump impulse and spending that time tuning the feel of the jump until it’s perfectly satisfying. AI handles the implementation details, so you can own the game design.
From Prototype to Production: Best Practices
However, this power requires discipline. Blindly trusting AI-generated physics is a recipe for unpredictable bugs and frustrating player experiences. Your workflow must include rigorous validation. Always test AI-generated code in isolation and under edge cases. Does the collision logic hold up at high speeds? What happens at the boundary of a 45-degree slope? This is where your expertise as a developer is irreplaceable. You’re not just a code consumer; you’re the final quality gate.
Golden Nugget: A pro-tip I rely on is to immediately ask the AI to generate comprehensive comments and documentation for the code it creates. This forces the model to explain its own logic, making it far easier for you to audit, debug, and maintain later. It’s a simple step that transforms a black box into a transparent tool.
The Future of AI-Assisted Development
Looking ahead, this integration will only deepen. We’re moving toward a future where AI isn’t just a chatbot you prompt, but a real-time partner embedded directly within game engines like Unity and Unreal. Imagine an AI that analyzes your physics simulation in real-time, flagging performance bottlenecks, suggesting optimizations for your collision detection, or even generating corrective forces to prevent jittery object interactions on the fly. This evolution will fundamentally shift the programmer’s role from a low-level implementer to a high-level director of physics and systems, orchestrating complex behaviors with unprecedented speed and precision.
Performance Data
| Author | Senior SEO Strategist |
|---|---|
| Target Audience | Game Developers |
| Focus Area | AI Physics Logic |
| Update Year | 2026 |
| Format | Prompt Library |
Frequently Asked Questions
Q: Why is prompt specificity crucial for game physics
Physics is deterministic; vague prompts lead to generic code that ignores specific engine APIs, coordinate systems, and desired behaviors like friction or gravity
Q: How does AI assist in physics programming
AI acts as a co-pilot by generating complex vector math, debugging collision events, and handling boilerplate code, allowing developers to focus on system architecture
Q: What is the most common mistake in physics prompts
Failing to define the game engine and language explicitly, which results in code that is incompatible with specific APIs like Unity’s Rigidbody or Godot’s CharacterBody2D