[1] - I read a paper that specifically talked about step-based vs event-prediction for billiards simulation, but I can't find it now :/ Virtual Pool 4 might use the system for its physics, but don't quote me on that!
P.S. - Unity has a pretty handy built-in CharacterController class that lets you move around while respecting collisions -- you just need to add your own Gravity. Also, for more advanced character movement, Catlike Coding has a great series of tutorials: https://catlikecoding.com/unity/tutorials/movement/