Version: Unity 6.7 Alpha (6000.7)
Language : English
Physics
Character control

Built-in 3D physics

Unity’s default 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 GameObjects.
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 colliders 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.
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. 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 scenes.
Physics Debug window reference Use the Physics Debug window to configure and generate visual representations of 3D physics activity in a scene.
Physics Profiler module Analyze the performance of physics in your application.

Additional resources

Physics
Character control