This project contains examples that are built with the Physics Pose, Physics Area and Physics Constraint components, so most of an example is authored in the scene rather than written in code. Where no component does what an example needs, a small script fills the gap.
To run, load the main "Workshop" scene and press "Play". Alternately, build to a player and run.
To change the example that initially loads when you press "Play", select the WorkshopManager object in the "Workshop" scene and pick the example in its "Start Scene" field.
The Sandbox project shows the same kind of examples written directly against the physics API.
To try your own physics, open the Custom > Empty example, found in Assets/Examples/Empty/.
Its scene is blank, so add Physics Pose, Physics Area and Physics Constraint components to it and press "Play" to see the result.
Its EmptyContents and EmptyOptions scripts are empty too, with signposts showing where to add your own code and controls.
Look at the other examples, such as "Barrel", to see how they do it.
Every example is a folder inside Assets/Examples/:
Assets/Examples/<Name>/<Name>.unity the example scene, loaded on top of the Workshop UI
Assets/Examples/<Name>/<Name>Info.asset its name, category, description and the global settings it needs
Assets/Examples/<Name>/Scripts/<Name>Contents.cs (optional) a script for anything no component can do
Assets/Examples/<Name>/Scripts/<Name>Options.cs (optional) the example's own controls in the Workshop menu
The category an example is listed under comes from its info asset, not from where its folder is.
The example menu is generated from those info assets by Tools > 2D > Physics > Rebuild Workshop Registry.
See AUTHORING_EXAMPLES.md for the full recipe, step by step.