[!INCLUDE bullet-deprecation]
Stride simulates real-world physics such as gravity and collisions. This section explains how physics components work, how to add them to your project, and how to use them with scripts.
- Colliders: Create physics by adding collider components to entities
- Static colliders: Colliders that don't move
- Rigidbodies: Moving objects, affected by gravity and collisions
- Kinematic rigidbodies: Physics objects controlled by scripts
- Characters: Colliders for characters (such as player characters and NPCs)
- Collider shapes: Define the shape of collider components
- Triggers: Use triggers to detect passing objects
- Constraints: Create appealing and realistic physics
- Raycasting: Trace intersecting objects
- Simulation: How Stride controls physics
- Create a bouncing ball: Use the static collider and rigidbody components to create a ball bouncing on a floor
- Script a trigger: Create a trigger that doubles the size of a ball when the ball passes through it
- Stride integrates the open-source Bullet Physics engine. For comprehensive details, consult the Bullet User Manual
- For solutions on mitigating physics jitter, refer to our guide on Fixing Physics Jitter