docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Simulation setup demonstration

    There are two ways you can set up physics simulation in Unity Physics. You can use a combination of Unity Physics and PhysX, or just Unity Physics. This page demonstrates how to create a scene that has both a floor, and an object that falls via gravity and lands on the floor. In both cases, the starting steps to create the floor are the same.

    Using Built-In Physics Authoring components

    First, you need a static body to act as a floor so that your dynamic bodies can hit something and not just fall out of the world:

    1. Create a new SubScene inside the same scene. SubScenes convert Unity GameObjects into Entities.
    2. Create a Cube primitive: GameObject > 3D Object > Cube.
    3. Make the Cube really wide on the X and Z axes – for example: (20,1,20).

    Next, create an object that can collide with the floor. Use the first SubScene to proceed with the following steps:

    1. Create a Sphere primitive GameObject (GameObject > 3D Object > Sphere) and place it hovering above the floor.
    2. Add a Rigidbody component. The GameObject needs to fall under simulated gravity, so make sure the Use Gravity property is checked.
    Note

    For more information, see the PhysX documentation on Rigidbody and Collider components.

    Once all of the steps are done, it should look like the following picture:

    collider_cast

    To simulate, enter Play mode in the Editor. The Sphere should fall and collide with the floor.

    For more information refer to the built-in physics authoring section.

    Using Custom Unity Physics Authoring components

    First, you need a static body to act as a floor so that your dynamic bodies can hit something and not just fall out of the world:

    1. Create a new SubScene inside the same scene. SubScenes convert Unity GameObjects into Entities.
    2. Create a Cube primitive: GameObject > 3D Object > Cube.
    3. Make the Cube really wide on the X and Z axes – for example: (20,1,20).
    4. Remove the Box Collider component. This is the legacy Physics representation, and is not necessary for Unity Physics.
    5. Add a Physics Shape component. The wireframe outline of the collider should match up with the graphical representation.

    Next, create an object that can collide with the floor. Use the first SubScene to proceed with the following steps:

    1. Create a Sphere primitive GameObject (GameObject > 3D Object > Sphere) and place it hovering above the floor.
    2. Remove the Sphere Collider component.
    3. Add a Physics Shape component and set its Shape Type to Sphere.
    4. The GameObject needs to fall under simulated gravity, so add a Physics Body component to the object.
    5. Set the Physics Body's Motion Type to Dynamic, and ensure that there is a Mass value (1 will do for this example).

    Once all of the steps are done, it should look like the following picture:

    collider_cast

    To simulate, enter Play mode in the Editor. The Sphere should fall and collide with the floor.

    For more information refer to the custom physics authoring section.

    Note

    The pictures above do not show the default render material.


    Did you find this page useful? Please give it a rating:

    Thanks for rating this page!

    Report a problem on this page

    What kind of problem would you like to report?

    • This page needs code samples
    • Code samples do not work
    • Information is missing
    • Information is incorrect
    • Information is unclear or confusing
    • There is a spelling/grammar error on this page
    • Something else

    Thanks for letting us know! This page has been marked for review based on your feedback.

    If you have time, you can provide more information to help us fix the problem faster.

    Provide more information

    You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:

    You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:

    You've told us there is information missing from this page. Please tell us more about what's missing:

    You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:

    You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:

    You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:

    You've told us this page has a problem. Please tell us more about what's wrong:

    Thank you for helping to make the Unity documentation better!

    Your feedback has been submitted as a ticket for our documentation team to review.

    We are not able to reply to every ticket submitted.

    In This Article
    • Using Built-In Physics Authoring components
    • Using Custom Unity Physics Authoring components
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)