Legacy Documentation: Version 2017.1 (Go to current version)
Shaders: vertex and fragment programs
Physics Overview
Other Versions


To have convincing physical behaviour, an object in a game must accelerate correctly and be affected by collisions, gravity and other forces. Unity’s built-in physics engines provide components that handle the physical simulation for you. With just a few parameter settings, you can create objects that behave passively in a realistic way (ie, they will be moved by collisions and falls but will not start moving by themselves). By controlling the physics from scripts, you can give an object the dynamics of a vehicle, a machine, or even a piece of fabric. This section gives an overview of the main physics components in Unity, with links for further reading.

Note: there are actually two separate physics engines in Unity: one for 3D physics, and one for 2D physics. The main concepts are identical between the two engines (except for the extra dimension in 3D), but they are implemented using different components. For example, there is Rigidbody component for 3D physics and an analogous Rigidbody 2D for 2D physics.

Related tutorials: Physics; Physics Best Practices

See the Knowledge Base Physics section for troubleshooting, tips and tricks.

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

Shaders: vertex and fragment programs
Physics Overview
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。