# Unity.Physics Support

**DOTSNET** integrates perfectly with Unity.Physics, but you need to update your systems in just the right order.

* **DOTSNET** comes with a safe `ApplyPhysicsGroup`. Every system that is updated in that group via `[UpdateInGroup(typeof(ApplyPhysicsGroup))]` is safe to apply physics.
* Both our `ServerActiveSimulationSystemGroup` and `ClientConnectedSimulationSystemGroup` are part of `ApplyPhysicsGroup` automatically, so you don’t need to worry about anything if your systems update in those groups.&#x20;
