Unity Physics

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.

Instructions onlySoftware Development
AI-generated overview

Guides Unity 6.3 LTS 3D physics setup: Rigidbody movement, colliders, triggers, layers, raycasts and joints.

What it does
This skill provides instructions and C# code patterns for implementing 3D physics in Unity 6.3 LTS using the built-in PhysX engine. It covers adding Rigidbody and Collider components, applying forces in FixedUpdate, distinguishing collision from trigger callbacks, organizing interactions with layers, ground-check raycasts, and kinematic platforms. It also lists common pitfalls such as the velocity-to-linearVelocity rename, transform teleporting, sleeping bodies, and tunnelling, and points to a reference file on raycast variants and joints.
When to use it
Use it when giving objects physical motion, responding to collisions or triggers, setting up collision layers or masks, raycasting for ground checks or line-of-sight, or connecting bodies with joints. It fits scenes or prefabs that contain Rigidbody and Collider components, and requests mentioning Unity physics, AddForce, isKinematic, or linearVelocity.
Requirements
Requires Unity 6.3 LTS (6000.3) with its built-in 3D physics; no scripts ship with the skill, only instructions and a reference document.

Unity Physics (Rigidbody / PhysX)

Make objects move, collide, and detect each other with Unity 6.3 LTS's built-in 3D physics (PhysX). Get the FixedUpdate discipline, trigger-vs-collision rules, and collision layers right. Targets Unity 6.3 LTS (6000.3).

Unity 6.3 LTS rename: Rigidbody.velocity is now Rigidbody.linearVelocity (the old name is deprecated). Code copied from older tutorials will warn or fail to compile.

When to use

  • Use when giving an object physical motion (forces, velocity, gravity), responding to collisions or triggers, setting up collision layers/masks, raycasting for ground checks or line-of-sight, or connecting bodies with joints.
  • Use when scenes/prefabs contain Rigidbody + Collider components.

When not to use: 2D physics (Rigidbody2D, Collider2D) is a separate API — adapt the concepts but the types differ. Cross-engine feel tuning (timestep, jitter, tunnelling) → physics-tuning. Reading input that drives movement → unity-input-system.

Core workflow

  1. Add a Rigidbody to anything that should be simulated; add a Collider to anything that should be hit. A collision needs a Collider on both, and at least one Rigidbody.
  2. Do all physics in FixedUpdate. Read input in Update, store intent, then apply forces / set linearVelocity / call MovePosition in FixedUpdate.
  3. Move bodies through the physics API, not the Transform. Use AddForce, linearVelocity, or MovePosition — never assign transform.position to a non-kinematic Rigidbody (it teleports and breaks collision resolution).
  4. Pick collision vs trigger. A solid collision blocks and calls OnCollisionEnter; a Collider with Is Trigger checked passes through and calls OnTriggerEnter.
  5. Organise interactions with layers. Put objects on layers and edit the Layer Collision Matrix (Project Settings → Physics) so unrelated things don't test against each other.
  6. Verify with the Physics Debugger (Window → Analysis → Physics Debugger) and by watching for jitter; if fast objects pass through walls, raise Collision Detection mode.

Patterns

1. Force-based movement in FixedUpdate (with a speed clamp)

csharp
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]public class Mover : MonoBehaviour{    [SerializeField] private float accel = 30f, maxSpeed = 8f;    private Rigidbody _rb;    private Vector3 _input;   // set from Update / input system
    private void Awake() => _rb = GetComponent<Rigidbody>();
    private void FixedUpdate()    {        _rb.AddForce(_input * accel, ForceMode.Acceleration);     // mass-independent accel        // Unity 6.3 LTS: linearVelocity (was 'velocity'). Clamp horizontal speed.        Vector3 flat = new(_rb.linearVelocity.x, 0, _rb.linearVelocity.z);        if (flat.magnitude > maxSpeed)        {            flat = flat.normalized * maxSpeed;            _rb.linearVelocity = new Vector3(flat.x, _rb.linearVelocity.y, flat.z);        }    }}

ForceMode: Force (continuous, mass-scaled), Acceleration (continuous, ignores mass), Impulse (instant, mass-scaled — jumps), VelocityChange (instant, ignores mass).

2. Collision vs trigger callbacks

csharp
// Solid hit: both have colliders, this one has a (non-kinematic) Rigidbody.private void OnCollisionEnter(Collision col){    Debug.Log($"Hit {col.gameObject.name} at {col.contacts[0].point}");}
// Overlap: one collider has 'Is Trigger' = true. Requires a Rigidbody on at least one party.private void OnTriggerEnter(Collider other){    if (other.CompareTag("Pickup")) Destroy(other.gameObject);}

3. Ground check with a layer-masked raycast

csharp
[SerializeField] private LayerMask groundMask;   // set to your "Ground" layer in the Inspector
private bool IsGrounded(){    // Cast a short ray down; only test colliders on groundMask.    return Physics.Raycast(transform.position, Vector3.down, out RaycastHit hit,                           1.1f, groundMask);}

4. Kinematic platform that still pushes bodies

csharp
// isKinematic Rigidbody: not driven by forces, but MovePosition interpolates and carries// resting bodies correctly (unlike moving the Transform directly).private void FixedUpdate() => _rb.MovePosition(_rb.position + Vector3.right * (2f * Time.fixedDeltaTime));

Pitfalls

  • Rigidbody.velocity doesn't exist in Unity 6.3 LTS — use linearVelocity (and angularVelocity is unchanged).
  • Setting transform.position on a dynamic Rigidbody — teleports it, skips collision. Use MovePosition (kinematic/interpolated) or apply forces. If you do write the transform, physics queries (Raycast, OverlapSphere) see the old position until the next physics step — call Physics.SyncTransforms() once before a same-frame query, never every frame.
  • OnCollisionEnter never fires on a CharacterController — CharacterController.Move bypasses the Rigidbody system; it reports hits via OnControllerColliderHit(ControllerColliderHit) instead. Don't add a Rigidbody to "fix" it — the two are mutually exclusive movement modes.
  • Physics.Raycast ignores triggers by default — a ray won't report a trigger collider unless you pass QueryTriggerInteraction.Collide (or flip the global Physics.queriesHitTriggers / Project Settings → Physics → Queries Hit Triggers). It also returns false when the ray origin starts inside the target collider.
  • A resting Rigidbody stays put after you move or disable what it rests on — below the Sleep Threshold a body goes to sleep. Collisions and AddForce wake it automatically, but moving a static collider (no Rigidbody) via its Transform may not, so the crate hangs in mid-air when the floor slides away. Call Rigidbody.WakeUp() on the affected bodies.
  • Applying forces in Update — frame-rate-dependent and jittery. Physics goes in FixedUpdate.
  • Trigger callbacks never fire — triggers need a Rigidbody on at least one of the two colliders, and both colliders enabled; two static triggers don't report overlaps.
  • Fast objects pass through walls (tunnelling) — raise the Rigidbody's Collision Detection from Discrete. Note Continuous sweeps against static colliders only (it falls back to Discrete against other dynamic bodies); Continuous Dynamic also sweeps against other continuous dynamic bodies; Continuous Speculative works against everything and is cheaper. For bullets, also consider a SphereCast/Raycast along the trajectory instead of a collider.
  • Non-uniform-scaled MeshColliders or scaled colliders misbehave; prefer primitive colliders and keep scale uniform.
  • A concave MeshCollider on a moving body — Mesh colliders are concave by default, and concave ones can only be static or kinematic; two concave colliders never collide at all. For a dynamic Rigidbody enable Convex on the MeshCollider, or build a compound collider from primitives.
  • Everything collides with everything — wasted cost; assign layers and prune the Layer Collision Matrix.

References

  • For raycast variants (SphereCast, RaycastAll, OverlapSphere, LayerMask bit math) and joints (FixedJoint, HingeJoint, ConfigurableJoint, breakable joints), read references/raycasting-and-joints.md.
  • Primary docs: Unity Manual "Physics" section and ScriptReference/Rigidbody, ScriptReference/Physics.Raycast. For the added gotchas: ScriptReference/CollisionDetectionMode, ScriptReference/Physics-queriesHitTriggers, ScriptReference/MonoBehaviour.OnControllerColliderHit, ScriptReference/Physics.SyncTransforms, ScriptReference/Rigidbody.WakeUp, and the Manual pages "Introduction to rigid body physics" (sleeping) and "Introduction to Mesh colliders" (concave vs convex).

Related skills

  • physics-tuning — engine-agnostic feel: fixed timestep, mass/drag, CCD, stability.
  • unity-csharp-scripting — the FixedUpdate/Update split these patterns rely on.
  • unity-navmesh — agent movement that is not force-driven.

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/unity/unity-physicsat commitd4b0e35

License: No license

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