Physics engine library for Unity 3D openly inspired by Open Dynamics Engine (ODE). Wanting more flexibility than I could get using PhysX, I started this Unity port of the open source project. The engine is written in C#, safe code, and is available either as binary or as source code for your Unity 3D project.
The Force Engine is written for and fully integrated with Unity 3D. Components are similar to Physics components with rigid bodies and colliders and using fixed time steps to update physics simulation.
It is possible to move rigid bodies and colliders using transforms, to have local scales, to nest rigid bodies in hierarchies.
It is possible to have PhysX and The Force Engine run side by side in your scene, therefore benefiting from the flexibility, accuracy and control of The Force Engine for gameplay features, and the speed and efficiency of PhysX for non gameplay features.
The Force Engine has been developed and tested on standalone Windows platforms. It should in theory run on all platforms.
The PRO version package contains full source code and no logo.
Current collision matrix in Version 0.05:
Wheel | Trimesh | Terrain | Sphere | Ray | Plane | Capsule | Box | |
Box | ![]() |
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Capsule | ![]() |
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Plane | ![]() |
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Ray | ![]() |
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Sphere | ![]() |
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Terrain | ![]() |
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Trimesh | ![]() |
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Wheel | ![]() |
Legend:
Implemented
Stable but approximative
Not implemented
Compound objects (many colliders attached to same body) are also supported.
Currently supported joints:
- Ball
- Contact
- Fixed
- Hinge
- Hinge2
- Slider
- Universal (angular motor)
Currently supported solvers:
- QuickStep
Summary:
The Force Engine | The Force Engine PRO | |
Revenue Capacity | $100k | Unlimited |
Full source code provided | NO | YES |
The Force Engine Logo | YES | NO |
Price | Free | 100 USD |