Unity’s built-in 3D physics system is an integration of the Nvidia PhysX engine. You can use this system in object-oriented 3D projects.
This section includes the following topics.
| Topic | Description | 
|---|---|
| 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. 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. 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. | 
| Articulations | Configure complex systems of rigid bodies and joints. | 
| Ragdoll physics | Configure ragdoll physics for characters. | 
| Optimize physics performance | Optimize physics system performance in the Unity Editor. | 
| ClothA component that works with the Skinned Mesh Renderer to provide a physics-based solution for simulating fabrics. 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.  |