s&box NoCollide tool: use PhysicsFilter component (not a joint) to disable co...
s&box Elastic constraint: SpringJoint with Frequency > 0 and Damping > 0 for ...
s&box Rollermine: physics-driven NPC using Rigidbody (not NavMeshAgent).
s&box constraints: create as child GameObjects with ConstraintCleanup, not directly on target objects
s&box: Traverse all connected contraption objects via Rigidbody.Joints + Collider.Joints + ManualLink recursively
s&box: Implement IScenePhysicsEvents.OnOutOfBounds to destroy rigidbodies that fall out of the world
s&box: Physics joints — hinge, spring, rope, fixed constraints with PhysicsJoint factory methods
s&box: Collision and trigger detection with ICollisionListener and ITriggerListener
s&box: Player movement with CharacterController — Accelerate, Move, IsOnGround, Punch
s&box: Applying forces and impulses to Rigidbody — ApplyForce, ApplyImpulse, velocity
s&box: Raycasting and physics queries with Scene.Trace fluent builder
s&box: Detecting which face of an object is up after physics — use Vector3.Dot not Euler angles
s&box: Detecting when a Rigidbody has settled after physics using IScenePhysicsEvents