In this section we are listing all the commands that are here to help you deal with physics, both in edit mode and in play mode.
Turn on the physics on all game objects in edit mode
Quick Name: EP
Hot Keys: F4
Usage: This commands activates physics in the editor for as long as you want. Because this physics is a bit more buggy than during play mode due to the way unity allows it to work, it may produce unexpected results. Fortunately you can revert the changes after you execute the command. This is especially useful when you want to create natural looking stacks of objects, or test the behavior of joints you just created.
Example: You creating a wrecking ball attached to a chain of objects, about to hit a pile of boxes: you can check if it behaves like you expected by running physics without having to enter play. You may as well save the position of the boxes after they were hit to have a very natural looking result.
Plays the physics on all selected game objects and children
Quick Name: EPS
Hot Keys: F3
Usage: Works exactly like Editor Physics, but only for the selected objects. Very useful when you do not want to mess with current state of other objects, or create unstable situations.
Example: You want to create a tower of boxes about to collapse: activating physics only on the top boxes and not the bottom ones will give you a better control on how unstable is the tower before you hit play.
Pauses Physics and resumes it after some time (or indefinitely by default)
Quick Name: PPD
Usage: Sometimes you need to stop physics in play mode to understand what is going on without having the play mode pause or stop.
Example: Some collisions during play is changing the behavior of the enemies, and you want to understand why: pausing the physics only will allow you to check the behavior of these enemies without the collision happening.
Pauses / Resumes physics during play mode
Quick Name: PP
Hot Keys: F10
Usage: Similar to "Pause Physics Duration", but not limited in time.
Sets all the mesh colliders in the selected object and their children as convex
Quick Name: SMC
Usage: Useful when a lot of children have mesh colliders, like when you use LODs : you can then replace them all at once.
Example: You group all your terrain objects under the same parent as they are static. Using this command quickly sets all the colliders to convex so that you don't have to manually select all of them.