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docs/engine-reference/unity/modules/physics.md
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docs/engine-reference/unity/modules/physics.md
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# Unity 6.3 — Physics Module Reference
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**Last verified:** 2026-02-13
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**Knowledge Gap:** Unity 6 physics improvements, solver changes
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---
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## Overview
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Unity 6.3 uses **PhysX 5.1** (improved from PhysX 4.x in 2022 LTS):
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- Better solver stability
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- Improved performance
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- Enhanced collision detection
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---
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## Key Changes from 2022 LTS
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### Default Solver Iterations Increased
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Unity 6 increased default solver iterations for better stability:
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```csharp
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// Default changed from 6 to 8 iterations
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Physics.defaultSolverIterations = 8; // Check if relying on old behavior
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```
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### Enhanced Collision Detection
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```csharp
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// ✅ Unity 6: Improved Continuous Collision Detection (CCD)
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rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
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// Better handling of fast-moving objects
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```
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---
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## Core Physics Components
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### Rigidbody
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```csharp
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// ✅ Best practice: Use AddForce, not direct velocity writes
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Rigidbody rb = GetComponent<Rigidbody>();
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rb.AddForce(Vector3.forward * 10f, ForceMode.Impulse);
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// ❌ Avoid: Direct velocity assignment (can cause instability)
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rb.velocity = new Vector3(0, 10, 0); // Only use when necessary
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```
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### Colliders
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```csharp
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// Primitive colliders: Box, Sphere, Capsule (cheapest)
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// Mesh colliders: Expensive, use only for static geometry
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// ✅ Compound colliders (multiple primitives) > single mesh collider
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```
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---
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## Raycasting
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### Efficient Raycasting (Avoid Allocations)
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```csharp
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// ✅ Non-allocating raycast
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if (Physics.Raycast(origin, direction, out RaycastHit hit, maxDistance)) {
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Debug.Log($"Hit: {hit.collider.name}");
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}
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// ✅ Multiple hits (non-allocating)
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RaycastHit[] results = new RaycastHit[10];
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int hitCount = Physics.RaycastNonAlloc(origin, direction, results, maxDistance);
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for (int i = 0; i < hitCount; i++) {
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Debug.Log($"Hit {i}: {results[i].collider.name}");
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}
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// ❌ Avoid: RaycastAll (allocates array every call)
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RaycastHit[] hits = Physics.RaycastAll(origin, direction); // GC allocation!
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```
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### LayerMask for Selective Raycasting
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```csharp
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// ✅ Use LayerMask to filter collisions
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int layerMask = 1 << LayerMask.NameToLayer("Enemy");
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Physics.Raycast(origin, direction, out RaycastHit hit, maxDistance, layerMask);
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```
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---
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## Physics Queries
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### OverlapSphere (Check for nearby objects)
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```csharp
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// ✅ Non-allocating version
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Collider[] results = new Collider[10];
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int count = Physics.OverlapSphereNonAlloc(center, radius, results);
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for (int i = 0; i < count; i++) {
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// Process results[i]
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}
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```
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### SphereCast (Thick raycast)
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```csharp
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// Useful for character controllers
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if (Physics.SphereCast(origin, radius, direction, out RaycastHit hit, maxDistance)) {
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// Hit something with a sphere-shaped ray
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}
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```
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---
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## Collision Events
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### OnCollisionEnter / Stay / Exit
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```csharp
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void OnCollisionEnter(Collision collision) {
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// Triggered when collision starts
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Debug.Log($"Collided with {collision.gameObject.name}");
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// Access contact points
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foreach (ContactPoint contact in collision.contacts) {
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Debug.DrawRay(contact.point, contact.normal, Color.red, 2f);
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}
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}
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```
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### OnTriggerEnter / Stay / Exit
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```csharp
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void OnTriggerEnter(Collider other) {
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// Trigger collider (Is Trigger = true)
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if (other.CompareTag("Pickup")) {
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Destroy(other.gameObject);
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}
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}
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```
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---
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## Character Controllers
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### CharacterController Component
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```csharp
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CharacterController controller = GetComponent<CharacterController>();
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// ✅ Move with collision detection
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Vector3 move = transform.forward * speed * Time.deltaTime;
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controller.Move(move);
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// Apply gravity manually
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if (!controller.isGrounded) {
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velocity.y += Physics.gravity.y * Time.deltaTime;
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}
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controller.Move(velocity * Time.deltaTime);
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```
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---
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## Physics Materials
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### Friction & Bounciness
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```csharp
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// Create: Assets > Create > Physic Material
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// Assign to collider: Collider > Material
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// PhysicMaterial settings:
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// - Dynamic Friction: 0.6 (sliding friction)
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// - Static Friction: 0.6 (starting friction)
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// - Bounciness: 0.0 - 1.0
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// - Friction Combine: Average, Minimum, Maximum, Multiply
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// - Bounce Combine: Average, Minimum, Maximum, Multiply
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```
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---
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## Joints
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### Fixed Joint (Attach two rigidbodies)
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```csharp
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FixedJoint joint = gameObject.AddComponent<FixedJoint>();
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joint.connectedBody = otherRigidbody;
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```
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### Hinge Joint (Door, wheel)
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```csharp
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HingeJoint hinge = gameObject.AddComponent<HingeJoint>();
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hinge.axis = Vector3.up; // Rotation axis
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hinge.useLimits = true;
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hinge.limits = new JointLimits { min = -90, max = 90 };
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```
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---
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## Performance Optimization
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### Physics Layer Collision Matrix
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`Edit > Project Settings > Physics > Layer Collision Matrix`
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- Disable unnecessary collision checks between layers
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- Massive performance gain
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### Fixed Timestep
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`Edit > Project Settings > Time > Fixed Timestep`
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- Default: 0.02 (50 FPS physics)
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- Lower = more accurate, higher CPU cost
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- Match game's target framerate if possible
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### Simplified Collision Geometry
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- Use primitive colliders (box, sphere, capsule) over mesh colliders
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- Bake mesh colliders at build time, not runtime
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---
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## Common Patterns
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### Ground Check (Character Controller)
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```csharp
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bool IsGrounded() {
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float rayLength = 0.1f;
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return Physics.Raycast(transform.position, Vector3.down, rayLength);
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}
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```
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### Apply Explosion Force
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```csharp
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void ApplyExplosion(Vector3 explosionPos, float radius, float force) {
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Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);
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foreach (Collider hit in colliders) {
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Rigidbody rb = hit.GetComponent<Rigidbody>();
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if (rb != null) {
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rb.AddExplosionForce(force, explosionPos, radius);
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}
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}
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}
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```
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---
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## Debugging
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### Physics Debugger (Unity 6+)
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- `Window > Analysis > Physics Debugger`
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- Visualize colliders, contacts, queries
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### Gizmos
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```csharp
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void OnDrawGizmos() {
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, detectionRadius);
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}
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```
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---
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## Sources
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- https://docs.unity3d.com/6000.0/Documentation/Manual/PhysicsOverview.html
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- https://docs.unity3d.com/ScriptReference/Physics.html
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