Basic questions about Unity and RigidBodies

I am just starting out with Unity and have created a project which will feature one or more spacecraft in a 3D universe from a top down perspective. So far I have managed to create a simple model of a spacecraft in Blender, import it in Unity, and have it do some vector based calculations making the crafts bank and yaw and move forward and pursue each other. For this I mainly used Quaternion.LookRotation in the update function (fed with Vector3 objects). Doing a bit of googling on various subjects concerning unity I found out about the existence of RigidBody objects. I have some questions about that:

  1. Are rigid bodies something that would apply to the project I’m working on, or is it more for first person games? Movement and collision appear to be available for non-rigidbodies, so what is the advantage of using them?

  2. If I understood correctly, RigidBodies are dependent on Physx. But Physx is an Nvidia feature. Does that mean they won’t work on non-Nvidia graphic cards?

Any other suggestions are also greatly appreciated!

  1. It’s about physics.
    “Rigidbody components take control over an object’s position - it makes the objects fall down under the influence of gravity, and can calculate how objects will respond to collisions.”

  2. Unity works everywhere :slight_smile: Don’t worry it’s Unity team problem :slight_smile:

Generally may be you should read some book about game development in general. Even not about Unity. But better about. But with basic details about game development in general. It’s because your questions are extremely basic. You need more background information.