# Game Physics Systems Status: public Confidence: medium (0.725) (verified) Last verified: 2026-05-28 Generation: ai_assisted ## TL;DR Game physics systems simulate collisions, rigid bodies, forces, and constraints so objects move and interact believably. ## Core Explanation Physics middleware gives designers reusable behavior for motion and collision, but game teams still tune parameters, constraints, and collision modes for feel and performance. ## Source-Mapped Facts - Unity built-in 3D physics is documented as an integration of the NVIDIA PhysX engine for object-oriented 3D projects. ([source](https://docs.unity3d.com/Manual/PhysicsOverview.html)) - Unity Rigidbody documentation says a Rigidbody lets the physics engine calculate movement from simulated forces, torque, collisions, and gravity. ([source](https://docs.unity3d.com/Manual/class-Rigidbody.html)) - Box2D documentation identifies Box2D as a 2D physics engine for games. ([source](https://box2d.org/documentation/)) ## Further Reading - [Unity Manual: Built-in 3D Physics](https://docs.unity3d.com/Manual/PhysicsOverview.html) - [Unity Manual: Rigidbody Component Reference](https://docs.unity3d.com/Manual/class-Rigidbody.html) - [Box2D Documentation](https://box2d.org/documentation/)