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Asset Physics Rules

Apply physics-grounded asset placement rules for 2.5D isometric game maps gravity contact…

A physics-grounded ruleset for placing assets on 2.5D isometric game maps so scenes read as believable instead of amateur. It enforces gravity contact, leaning angles, center-of-mass stacking, spill direction, material-specific effects, and layer hierarchy through a three-layer validation: physical reality, narrative logic, and visual balance, that every asset must pass.

$15 one-time
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Prices include 20% VAT. · Forged on real agency work · one-time, no lock-in

  • Type Skill
  • Category Game Dev
  • Delivery Email · instant
  • License One-time
Run preview
forgehouse, asset-physics-rules

Inside the run · no black box

See the actual work before you buy it.

A floating barrel ruins a scene faster than any bug. Every map asset passes three validation layers (physics, narrative, visual balance) before it earns a place:

  1. Reads the asset's AssetDefinition ScriptableObject first: pivot (must be bottom-center 0.5, 0), collision box size and offset, material type, placement padding radius, layer tier and the list of required secondary assets.
  2. Runs Layer 1, physical reality: does the asset touch the ground (no floating objects, ever), is a leaning object at 55-75 degrees toward the surface it leans on, and does a stacked object's center of mass sit inside the contact surface below it? The LeaningAngleValidator flags anything under 15 degrees as a hard physics violation in the Inspector.
  3. Runs Layer 2, narrative logic: why is this object here, who left it, and is every primary asset linked to at least one secondary (a big tree gets rooted ground, mossy stones, a leaf pile)? A random prop with no story connection is rejected.
  4. Runs Layer 3, visual balance: density compared to neighboring regions differs by at most one level, repeated sprites carry rotation and scale variance, and every shadow follows the single global light direction enforced by ShadowCaster2D.
  5. Sweeps the scene with the CollisionOverlapDetector: any two solid colliders whose bounds intersect (triggers excluded) are logged as errors, and the post-save hook blocks the scene with exit 2 until they are fixed.
  6. Closes with the 12-item checklist from the rule file. An asset passes only at 12/12; one fail means reject with root-cause feedback, which is also the gate the game-qa agent runs before any build.
Use cases · what happens when you plug it in

One power source. 6 lines out.

asset-physics-rules · core

core active · 6 lines

  1. Validating an asset's placement before adding it to a scene

    ✓ validating an asset's pl…
  2. Auditing an existing scene for leaning-angle and collision-overlap errors

    ✓ auditing an existing scene
  3. Verifying AI- or designer-generated asset layouts against physics rules

    ✓ verifying ai- or designe…
  4. Diagnosing why a map looks random or amateurish

    ✓ diagnosing why a map looks
  5. Designing biome-specific environmental storytelling

    ✓ designing biome-specific…
  6. Setting up pivot and collision metadata for imported assets

    ✓ setting up pivot and col…
Benefits · what you walk away with

Yours to keep.

Drag time forward. Watch what stays.

Forever

That's what owning means.

The rented stack

ai writing tool: subscription

expired · access lost

analytics suite: subscription

expired · access lost

design platform: subscription

expired · access lost

(nothing left)

Your forge

  1. Scenes that feel real and immersive instead of cheap and uncanny

    license: perpetual
  2. Big QA savings by catching placement errors at edit time, not in review

    license: perpetual
  3. No wall-clip exploits from overlapping collision boxes

    license: perpetual
  4. Consistent depth and lighting cues that hold up in screenshots and trailers

    license: perpetual

subscriptions expire · deeds don't

What's included · the full manifest

Everything in the box.

Pick a piece up. Watch it work.

A three-layer validation model for physics, narrative, and visual balance

part 01 of 06 · in the box

6 parts · one working system · ships instantly by email

Who it's for

This wasn't forged for everyone.

  • Not for you if you'd rather rent a tool than own one.
  • Not for you if you want someone else to run your stack.
  • Not for you if you're happy guessing.
Still here? Good.

Level designers and technical artists building 2.5D isometric maps who want professional, physically believable scenes.

then this was forged for you.

Works with

Universal by design: these run in any AI. Delivered in the open Agent Skills + MCP format (native in Claude); ChatGPT, Gemini, Cursor and Copilot adapt the same files their own way.

  • Claude Native format
  • ChatGPT Adapts via open standards
  • Gemini Adapts via open standards
  • Cursor Adapts via open standards
  • Copilot Adapts via open standards
Questions · still in the air

Catch what's on your mind.

the air is clear. nothing between you and the forge.
catch a spark: the forge will answer

  1. Is this an automated check or rules I apply by hand?

    It's a ruleset you validate layouts against: placement, leaning angle, collision overlap. You can audit a scene whether you built it by hand or generated it; it judges the layout, it doesn't move objects for you.

  2. Does it actually simulate physics, or is it a set of rules of thumb?

    It's grounded rules, like believable leaning angles and no floating or overlapping geometry, not a live physics engine. That's deliberate: the goal is catching the placement errors that make a scene read as amateur, fast, without a simulation.

  3. Will this make my map look good?

    It makes a map look believable, with assets sitting where physics says they should, but composition, lighting, and color are a separate craft. It's also scoped to 2.5D isometric maps specifically.

  4. How is it delivered?

    By email right after purchase: ready to run, downloaded instantly, no setup wait.

  5. One-time or subscription?

    A one-time purchase; no subscription or hidden fees. VAT (20%) is included.

  6. Can I get a refund?

    As a digital product, it can’t be refunded once downloaded. That’s why we show exactly what’s inside and who it’s for, right here.