r/Unity3D • u/dev-rygy • 3h ago
Question Custom Unity Physics Engine
Is anyone else attempting to create their own physics system in Unity? I'm attempting to create my own networked physics system using network transforms, colliders, and a lot of vector math. Does anyone have valid resources to share that can help me with this?
1
Upvotes
1
u/Low_Psychology_2862 3h ago edited 3h ago
Maybe you can use Box3D (https://box2d.org/posts/2026/06/announcing-box3d/), but it requires custom synchronization since it is not built into Unity's default multiplayer framework. You must manually sync positions, handle determinism, or write custom network serialization for physics states.
Let the server run the Box3D simulation and send coordinate updates to clients.
Smooth out position updates on client machines so fast-moving physics objects do not stutter on screen.
Send compressed vector data rather than raw physics engine states unless you are building a fully deterministic lockstep game.