Unity’s built-in 3D physics engineA system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. More info
See in Glossary is an integration of the Nvidia PhysX engine. You can use this engine in object-oriented 3D projects.
This section includes the following topics.
Topic | Description |
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Character control | Configure physics-based character control for first-person and third-person characters. |
Rigidbody physics | Apply physics-based behavior to GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary. |
CollisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info See in Glossary |
Use collidersAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info See in Glossary to configure collisions between GameObjects. |
JointsA physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. More info See in Glossary |
Apply and configure joints that connect GameObjects and simulate physical forces for pivoting, movement, and restriction. |
Ragdoll physics | Configure ragdoll physics for characters. |
ClothA component that works with the Skinned Mesh Renderer to provide a physics-based solution for simulating fabrics. More info See in Glossary |
Simulate fabric movement for character clothing and other in-application textiles. |
Multi-scene physics | Manage different physics contexts in one project with multiple dedicated physics scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary. |