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.

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