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
- 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.
- Do all physics in
FixedUpdate. Read input in Update, store intent, then apply
forces / set linearVelocity / call MovePosition in FixedUpdate.
- 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).
- Pick collision vs trigger. A solid collision blocks and calls
OnCollisionEnter; a
Collider with Is Trigger checked passes through and calls OnTriggerEnter.
- 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.
- 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)
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
// 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
[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
// 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.