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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…
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.
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