<h1>Unity Physics/DOTS Physics Components</h1>
<p>When you are starting to get used to Entities, <code>PhysicsShape/PhysicsBody</code> are the components that you will come across more frequently. You can see people talk about them everywhere, including the <a href="https://docs.unity3d.com/Packages/
[email protected]/manual/custom-samples-physics-components.html" rel="noopener ugc nofollow" target="_blank">official manual</a>. We understand that they are DOTS version of <code>Colliders and Rigidbody</code>, which is correct. However, you should avoid using them, and instead use built-in <code>Colliders and Rigidbody</code>.</p>
<h1>Why Not PhysicsShape/PhysicsBody?</h1>
<p><a href="https://docs.unity3d.com/Packages/
[email protected]/manual/custom-samples-physics-components.html" rel="noopener ugc nofollow" target="_blank">Custom Physics Authoring components</a> <code>(PhysicsShape, PhysicsBody, CustomPhysicsMaterial)</code> are deprecated. They were included in Unity Physics while Entities was not production-ready (before 1.0-production). If you have not noticed this, you probably missed the <a href="https://forum.unity.com/threads/upcoming-authoring-changes-for-unity-physics-and-havok-physics-for-unity.1421192/" rel="noopener ugc nofollow" target="_blank">official announcement</a>.</p>
<p><a href="https://docs.unity3d.com/Packages/
[email protected]/manual/built-in-components.html" rel="noopener ugc nofollow" target="_blank">Built-in Physics Authoring components</a> <code>(Colliders, Rigidbody)</code> now have all the features from Custom Physics Authoring (especially a more flexible collision system on top of Layer Matrix). Unity added bakers to all of them, so that they can be put in <code>SubScene</code> and baked into <code>entities</code>.</p>
<p><a href="https://medium.com/@xiangk_81891/unity-dots-2023-physics-character-controller-complications-7aceb9c96c8d"><strong>Website</strong></a></p>