In Unity, the physical behavior of an object is defined separately from its mesh (shape), rendering options, and materials (textures and shader). Unity's built-in physics is based on the NVIDIA Physxreal-time physics engine that implements classical Newtonian mechanics for games and 3D applications. The items that play into physics include the following:
- Rigidbody: A component that enables the object to act under the control of the physics engine, receiving forces and torque to move in a realistic way.
- Joints: Allows the connection one Rigidbody to another or a fixed point in space, thereby restricting its movement in space.
- Collider: A component that defines a simplified, approximated shape of the object used for calculating collisions with other objects.
- Physic Material: Defines the friction and bounce effects of colliding objects.
- Physics Manager: Applies global settings for 3D physics...