Physics support is implemented via 'Ghost' objects. Every isometric object with either an IsoCollider or an IsoRigidbody attached has an invisible gameobject in the scene that mimics it's behaviour (forces, movements, etc.) and vice versa. This allows to make full use of Unity's physics implementations. Ghosts are instantiated and linked to their IsoColliders/IsoRigidbodies in the Start() function.

Physics code should therefore be delayed until Start() has finished