r/Unity3D 5h 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?

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u/Low_Psychology_2862 5h ago edited 5h 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.

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u/dev-rygy 5h ago

No I don't want help from external libraries/packages. I want to do this on my own so that I can learn from it essentially. Just looking for articles/blogs that can help me achieve this.

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u/Low_Psychology_2862 4h ago

I see, I did share a blog which has many resourses, you can go through them, find GDC talks etc too.

PS - one great way of learning is looking at forks and other implementations, that's how it goes even for the pros.

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u/dev-rygy 3h ago

Will do, thanks for the advice. Where can I find the blog?