Unity Core Systems
Physics and collision
Unity physics is simulation-based. Apply forces through Rigidbody APIs rather than manually changing physics-driven transforms every frame.
csharp
private void FixedUpdate()
{
var direction = transform.forward;
rb.AddForce(direction * acceleration, ForceMode.Acceleration);
}Common mistake
Do physics work in FixedUpdate and use collision callbacks appropriately. Avoid mixing transform teleportation with dynamic Rigidbody motion without a clear reason.
Lesson complete?Use the next lesson to continue the learning path.