Unity Physics vs. real physics

How close is Unity’s physics to real life physics? For example, is it safe to assume that freefall is 9.8 m/s/s or use the 5 equations of constant acceleration? I wish to apply what I learn in Physics class to Unity and I was just wondering how related the two are.

Well not by default. You will have to do a lot of tweaking to the physics engine, but you will need to learn quite a bit of code to do so. Simply using EDIT > Project Settings > Physics can get you started learning what is available, also check out all the options on any rigidbodies you have in a scene. If you get good enough at the engine itself, I’m sure you can come pretty close to “real” physics with simulations. HERE is some more detailed information to get you started learning the Physx Engine.