- a Collider gives a GameObject a physical shape
- a Rigidbody3D lets physics move that shape with gravity, velocity, and forces
Use these guides when you want to build objects that fall, collide, roll, push, trigger events, or answer physics queries in 3D.
Start Here
If you are new to Lenga physics, read these first:
That path introduces the basic workflow without asking you to build a full scene up front.
Pick the Right Movement Model
Use Rigidbody3D when physics should own the motion.
Good fits:
- falling props
- rolling balls
- crates or debris
- objects moved by velocity or forces
Use CharacterController when gameplay code should own the motion.
Good fits:
- player characters
- runners
- character-style enemies
- objects that need controlled blocking and sliding
Avoid putting both movement models in charge of the same GameObject.
Use MeshCollider3D for static 3D environment collision when a simple box,
sphere, capsule, or cylinder is not close enough to the authored level shape.
Moving actors should still use primitive colliders.
Continue With Focused Guides
- Create a 3D Rigidbody in the Editor
- Move a 3D Object with CharacterController
- Use 3D Physics Queries
- Use 3D Collision Callbacks
- Rigidbody3D API
Where 2D Differs
The same mental model applies in 2D: visible renderer, collider shape, optional Rigidbody, then queries or callbacks when gameplay needs them.
The 2D API uses Rigidbody2D, 2D collider components, and callback names with the 2D suffix, such as onCollisionEnter2D(...).