Heathen’s Unity Physics tools are three separate, installable packages that add gameplay-oriented physics behaviour on top of Unity’s built-in physics engine. They aren’t a physics engine replacement — each package targets a specific, common gameplay need that Unity’s own PhysX/Havok integration doesn’t provide out of the box.
com.heathen.unityphysics #
The base package: buoyancy (a BuoyantBody component that applies force and torque against a SurfaceTool-defined surface, tracking submersion ratio), breakable objects, generic force-effect source/receiver pairs, constant linear/angular velocity drivers, and sinking-destroy effects for wreck-style death sequences.
com.heathen.verlet #
Verlet-integration transforms and transform trees, useful for rope, cloth, and other soft-body-adjacent effects that full rigidbody simulation is overkill for. Runs on a background thread with proper cancellation/cleanup. Depends on com.heathen.unityphysics.
com.heathen.ballistics #
Trajectory targeting and prediction, trick-shot solving (aim-and-hit against a moving or arcing target), and path-line rendering for telegraphing a projectile’s flight path to the player. Depends on Verlet’s math utilities.
Installation #
All three packages install independently via Unity Package Manager (git URL) or the Unity Asset Store. Install only the package(s) your project needs — Verlet and Ballistics both declare their dependency on the base physics package in their own package.json, so Package Manager will resolve it automatically.