Skill v1.0.1
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version: "1.0.1" name: unity-physics description: > 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.
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.velocityis now `Rigidbody.linearVelocity` (the oldname 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+Collidercomponents.
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
Colliderto 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 systemprivate 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 Inspectorprivate 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
Rigidbodyon 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 `MeshCollider`s 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,LayerMaskbit 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— theFixedUpdate/Updatesplit these patterns rely on.unity-navmesh— agent movement that is not force-driven.