Hey! I'd like to start working on a new project, and after messing around with Unity physics a bit I'm trying to figure out the best approach for the movement and collision model. Any advice from the experts here on which I should use is greatly appreciated before I burn too many cycles experimenting. The game is full 3D with a fixed overhead camera. The player is controlled with a gamepad and needs to react to simple collision detection with the environment and other dynamic characters. Elevation changes would be a nice to have, as would online co-op. Here are some examples of similar systems: (Animal Crossing) (Fantasy Life) (Spiral Knights) My question: What system should I be using for character movement and collision, assuming gamepad input? Applying physics forces? Direct vector translation on x/y/z? I'm worried that forces might feel sluggish and not give direct control that you'd expect out of systems shown above, but I know that vector math I've used in previous 2D games isn't going to easily cut it either. Assuming I use Unity 3D, what approach should I take given the example videos above? Tutorials or documentation appreciated! Thank you for your help!