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. |