physics-systems
Unity physics engineering for 3D (PhysX) and 2D (Box2D) - FixedUpdate rules, Rigidbody movement (forces, velocity, MovePosition), interpolation and collision detection modes, collider choice, trigger versus collision callbacks, layers and the collision matrix, raycasts and overlap queries with non-allocating variants, materials, joints, timestep settings, determinism limits, transform sync cost, ragdolls, projectiles and tunnelling, debugging, and performance. Load when implementing or debugging physics, collisions, queries, projectiles, or physics cost.
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