diff --git a/package/Runtime/Physics/README.md b/package/Runtime/Physics/README.md index ed4ad0301..2a118a7af 100644 --- a/package/Runtime/Physics/README.md +++ b/package/Runtime/Physics/README.md @@ -1,28 +1,8 @@ # Physics -## Intro +Use Rigidbody and Collider components to make objects physical and collide with each other - without writing a single line of code. -Unity utilizes Nvidia's PhysiX engine while Needle utilizes [Rapier](https://rapier.rs/). +Needle Engine supports Box-, Sphere-, Capsule- and Meshcolliders, gravity and drag settings as well as physics materials to control friction and bounciness. -But all you need to know is [the list of supported components](https://engine.needle.tools/docs/component-reference.html#physics) that work right out of the box. - ---- - -## Basics - -Physics in unity is comprised of two elements. The Rigidbody and the Collider where the rigidbody is the logic and the collider is the shape. - -Adding a rigidbody to an object without a collider will result in an object that is endlessly falling since gravity is applied to it. By adding a collider the object can finally collide with the ground and stop falling. - -Note that colliders can be in the children of an object that has a rigidbody and not only on the same game object. - -## Raycasting - -Raycasting is fundamentally like emitting a laser with limited length, and if the laser hits something, we get that contact as a result. - -For more information visit [documentation](https://engine.needle.tools/docs/getting-started/for-unity-developers.html#raycasting). - -## Snowglobe - -Showcases how to reset rigidbodies to their initial position. The scene works everywhere, including QuickLook. +If you need more control you can use the built-in event functions to react to collision or trigger events or interact with the underlying physics engine (Rapier) directly.