I do find it a bit vague, but English is not my main language so I might have missed some points.
I few tips, if they might help:
As for physics, as said above, the default system should get you covered as a decent (not great, but not bad) solution, unless you want to make a physics based game or something.
However, it will required a LOT of min-maxing/tweaking (at least 1 parameters to min-max/tweak) to get something accurate, at least if the game/project relies on accurate physics. Manual fiddling might just get exactly what you need.
If you feel it's too clunky/bad, an (heavier work) alternative is coming up with the equations from basic kinematics and then make your own physics scripts, animate your models according to them and tweak a whole custom-build physics system.. but this might be a bit overwhelming..
For the behaviors you mentioned, I highly recommend reading and understanding how coroutines work, they pretty much got you covered.https://docs.unity3d.com/Manual/Coroutines.htmlhttps://docs.unity3d.com/ScriptReference/Coroutine.html