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 |
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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. |
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 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. |
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. |