Game physics & collision
Make bodies collide, move, and stay stable across Godot, Unity, and Unreal. This skill owns the mental model (body types, colliders, layers/masks, character controllers, joints, queries, determinism) and maps every concept onto each engine's real API. When physics "feels broken" — jitter, tunneling, sinking, ghost collisions — the cause is almost always one of: wrong body type, a layer/mask mismatch, or moving/integrating outside the fixed physics tick. Check those first.
Version contract — read first (never emit these)
| Engine | Target | Banned / deprecated | Use instead |
|---|---|---|---|
| Godot | 4.x | move_and_slide(velocity, up, ...) with arguments (that is Godot 3) | Godot 4 move_and_slide() takes no args; set the velocity property first |
| Godot | 4.x | KinematicBody2D/3D, RayShape, WorldMarginShape, linear_velocity *= delta before move_and_slide() | CharacterBody2D/3D, SeparationRayShape2D/3D, WorldBoundaryShape2D/3D; move_and_slide() is already delta-scaled |
| Unity | Unity 6 (6000.x) | Rigidbody.velocity / Rigidbody2D.velocity, rb.drag, rb.angularDrag | linearVelocity (+ linearVelocityX/Y), linearDamping, angularDamping; new AddForceX/Y |
| Unity | Unity 6 | moving a dynamic Rigidbody from Update; transform.position = on a physics body | move in FixedUpdate; use MovePosition/AddForce, never write transform on a simulated body |
| Unreal | UE5 (Chaos) | any PhysX/APEX API, bUseAsyncScene, NvCloth | Chaos is the only physics backend in UE5; use UPrimitiveComponent physics + PhysicsConstraintComponent |
If you are unsure a symbol exists in the user's exact version, say so instead of inventing it.
When to use / When NOT to use
Use when: designing which body type a thing should be; something falls through, sinks into, or passes through geometry; a rigid body jitters, drifts, or launches; setting up collision layers/masks/channels; building or fixing a character/player controller; adding joints; casting rays/shapes or overlap tests; or physics behaves differently at different frame rates.
When NOT to use (delegate):
- Visual-only wobble, shader/vertex animation, material or lighting issues → gamedev-shaders.
- AI moving along a path, navmesh, A*, steering, avoidance → gamedev-pathing (physics only executes the move; pathing decides where).
- Deep, engine-specific project setup / editor / build questions → godot, unity, unreal.
- Netcode, lockstep sync, server-authoritative movement → gamedev-multiplayer (this skill gives you the deterministic fixed-tick foundation multiplayer builds on).
1. Body types — pick before you touch anything
Three categories exist in every engine; choosing wrong is the root of most bugs.
- Static — never moves, infinite mass, cheap. Level geometry, walls, floors. Do not move a static body every frame; the broadphase caches it. If it must move, it is not static.
- Kinematic / character — moved by you (code/animation), pushes dynamics but is not pushed by them, ignores forces and gravity unless you add them. Players, moving platforms, doors, elevators.
- Dynamic (rigid) — fully simulated: gravity, forces, impulses, collision response. Crates, ragdolls, debris, vehicles. You influence it with forces/impulses, never by writing its transform.
Move each the right way:
| Static | Kinematic / character | Dynamic | |
|---|---|---|---|
| Godot | StaticBody2D/3D (leave still) | CharacterBody2D/3D + move_and_slide(); AnimatableBody2D/3D for platforms (set sync_to_physics) | RigidBody2D/3D (apply_impulse, apply_force) |
| Unity | Collider, no Rigidbody (or Rigidbody2D bodyType Static) | CharacterController.Move(), or Rigidbody.isKinematic=true + MovePosition in FixedUpdate | Rigidbody (AddForce) |
| Unreal | Static/Movable mobility, Simulate Physics off | Character + CharacterMovementComponent; movable component moved by code | Simulate Physics on (SetSimulatePhysics(true)) |
A Godot RigidBody can be temporarily frozen: set freeze = true with freeze_mode = FREEZE_MODE_KINEMATIC to move it by transform without waking the solver wrongly. Prefer
AnimatableBody for a permanent kinematic mover.
2. Colliders / shapes
Collider ≠ visual mesh. Give every body a separate, simpler collision shape.
- Primitives (box, sphere/circle, capsule) — cheapest and most stable. Prefer a capsule for characters (rounded ends slide over steps and seams). Use these whenever possible.
- Convex hull — dynamic bodies can use a convex approximation; a concave prop needs multiple convex pieces (a compound), not one concave hull.
- Concave / trimesh — exact triangle mesh, but static-only in every engine. A moving concave-mesh collider is a top cause of tunneling and solver blowups. Never put a trimesh on a dynamic body.
- Compound — several child shapes on one body. Godot: multiple
CollisionShapechildren. Unity: multipleCollidercomponents. Unreal: multiple primitives / a body setup. - Triggers / areas — detect overlap, no physical response. Godot
Area2D/3D(signalsbody_entered/area_entered); Unity colliderIs Trigger(OnTriggerEnter/Stay/Exit); Unreal set response to Overlap +Generate Overlap Events(OnComponentBeginOverlap). Use for pickups, damage zones, checkpoints, sensors.
3. Collision layers & masks — the #1 confusion
Layer = "what I am." Mask = "what I scan for." They are separate bit sets.
- Godot: two bodies interact when one's
collision_maskincludes the other'scollision_layer— it is an OR, so detection can be asymmetric (A sees B without B seeing A). Keep them symmetric unless you deliberately want one-way detection. AnArea'smaskdecides what it detects; itslayerdecides what detects it. - Unity: GameObject Layers + the Layer Collision Matrix (Project Settings → Physics)
decide which layer pairs collide. Raycasts/overlaps take a
LayerMaskargument. Toggle a pair at runtime withPhysics.IgnoreLayerCollision. - Unreal: Object Type (channel) = what I am; per-channel Response = Block / Overlap / Ignore. Package as a reusable Collision Preset. Trace channels (Visibility, Camera) are for queries; object channels are for physical collision.
Full worked examples (player/enemy/pickup/wall, bit math, one-way platforms) →
references/layers-and-masks.md.
4. Character controllers
Two philosophies — decide up front, don't mix:
- Kinematic character (recommended for most players): you compute velocity and move via a
sweeping helper that resolves collisions and slides. Precise, snappy, no solver fighting. Godot
CharacterBody, UnityCharacterController, UnrealCharacterMovementComponent. - Dynamic (rigidbody) character: physical pushing/being-pushed for free, but needs high friction or a physics material, angular constraints (freeze rotation), and tuning to stop tipping/sliding.
Godot 4 (2D — the 3D version is identical with Vector3 and get_gravity()):
gdscriptextends CharacterBody2D const SPEED := 300.0 const JUMP_VELOCITY := -400.0 func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta # accumulate accel: scale by delta if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY var dir := Input.get_axis("move_left", "move_right") velocity.x = dir * SPEED if dir else move_toward(velocity.x, 0.0, SPEED) move_and_slide() # Godot 4: NO args, uses `velocity`, already delta-scaled
is_on_floor() / is_on_wall(), floor_max_angle (slope limit), floor_snap_length (stick to
ground on ramps/stairs), and up_direction handle ground/slope/step behavior. get_gravity() is
Godot 4.3+; on older 4.x read ProjectSettings gravity. Full per-engine controllers (Unity
CharacterController + custom gravity, Unreal movement modes, ground detection, slopes, steps,
moving platforms) → references/character-controllers.md.
5. Joints/constraints & how to apply motion
Joints connect two bodies with a constraint. Godot: PinJoint, HingeJoint3D, SliderJoint3D,
Generic6DOFJoint3D, DampedSpringJoint2D. Unity: HingeJoint, FixedJoint, SpringJoint,
ConfigurableJoint, CharacterJoint. Unreal: PhysicsConstraintComponent (one 6-DOF constraint
covers hinge/slider/ball). Keep connected bodies' mass ratios close — a heavy body chained to a
light one is the classic joint-explosion.
Force vs impulse vs direct velocity (apply all in the fixed tick):
| Want | Use | Godot | Unity | Unreal |
|---|---|---|---|---|
| Continuous push (thrust, wind), mass-scaled | Force | apply_central_force | AddForce(f, Force) | AddForce |
| Instant kick (jump, explosion, hit), mass-scaled | Impulse | apply_central_impulse | AddForce(f, Impulse) | AddImpulse |
| Instant velocity change, ignoring mass | mass-independent impulse | set linear_velocity | AddForce(f, VelocityChange) | SetPhysicsLinearVelocity |
Setting velocity directly on a dynamic body teleports its momentum and can fight the solver — fine for character/kinematic bodies, use sparingly on dynamics (prefer forces/impulses).
6. Queries — raycasts, shapecasts, overlaps
Run queries from the fixed physics tick so results match the simulated state.
- Godot: get
get_world_2d().direct_space_state(or 3d), buildPhysicsRayQueryParameters2D/3D/PhysicsShapeQueryParameters2D/3D, callintersect_ray,intersect_shape,cast_motion. Node helpers:RayCast2D/3D,ShapeCast2D/3D. Queries respectcollision_mask. - Unity:
Physics.Raycast,SphereCast/CapsuleCast,OverlapSphere,CheckSphere(2D:Physics2D.*). Always pass aLayerMask; prefer non-allocatingRaycastNonAlloc/RaycastAll. - Unreal:
LineTraceSingleByChannel,SweepSingleByChannel,OverlapMultiByChannel(and...ByObjectType). Use a trace channel, set the query params (bTraceComplex).
Details, snippets, and the tunneling-safe shapecast pattern → references/determinism-and-queries.md.
7. Determinism & stability
The rules that keep physics from jittering, drifting, or tunneling:
- Physics lives in the fixed tick. Godot
_physics_process(delta), UnityFixedUpdate(), Unreal substepping / async physics tick. Read input in the frame update, apply it in the fixed tick. Never simulate in the render frame. - Scale by delta. Multiply forces/accelerations/manual position changes by the tick's
delta/fixedDeltaTime— but not the output of a helper that already integrates time (Godotmove_and_slide(), UnityCharacterController.Movewhen you pass a per-second velocity). - CCD for fast/thin things. Small fast projectiles + thin walls tunnel. Enable Continuous
Collision Detection: Godot
continuous_cd, UnitycollisionDetectionMode = Continuous*, UnrealUse CCD. Enable only on the fast bodies (it costs). Or use a shapecast/raycast-then-move. - Keep mass ratios sane. Stacks and joints between wildly different masses (100:1+) blow up.
- Never scale a collider at runtime, and never write
transform/positionon a dynamic body — both corrupt the broadphase and cause explosions or ghost collisions. Move via the API. - Interpolate for smooth visuals at high frame rates: Godot physics interpolation, Unity
Rigidbody.interpolation = Interpolate. This is visual only — it never changes the simulation.
Deeper: fixed-timestep math, substepping, sleeping, why transform writes break things →
references/determinism-and-queries.md.
Guardrails / gotchas
- Falling through a thin floor at speed → CCD off, or moving in the render frame. Fix both.
- A moving platform doesn't carry the player → use a kinematic mover (Godot
AnimatableBodywithsync_to_physics, Unity kinematic RigidbodyMovePosition), not a static body. - "Ghost" collisions / catching on seams between tiles → merge colliders or use a capsule character.
- Trigger never fires → in Unity a trigger pair needs at least one Rigidbody; in Godot the
Area's
maskmust include the body'slayer; in Unreal enable Generate Overlap Events on both. - Rigidbody vibrates against the ground → mass ratio, too-soft solver iterations, or you're also writing its transform. Stop writing the transform.
- Character launches off ramps → enable floor snapping (
floor_snap_length/ stop-on-slope).
Related skills
- godot / unity / unreal — engine setup, editor, language, and build specifics.
- gamedev-pathing — decides where to move; this skill executes the move and collisions.
- gamedev-multiplayer — builds on the deterministic fixed-tick foundation here.
- gamedev-shaders — for visual/material issues that only look like physics.
Checklist
- Every moving thing has the right body type (static / kinematic / dynamic).
- Colliders are primitives/capsules; no trimesh on a dynamic body; compound = many convex.
- Layers/masks (or channels/presets) set so exactly the intended pairs collide; triggers use overlap/Area, not solid response.
- All physics motion and queries run in the fixed tick; deltas scaled correctly (helper output not double-scaled).
- Forces/impulses/velocity chosen deliberately; no
transform/positionwrites on dynamics; no runtime collider scaling. - Fast/thin bodies have CCD; character has floor/slope/step handling; mass ratios are sane.
- Correct API for the stated engine version (Godot 4
move_and_slide()no args; Unity 6linearVelocity; UE5 Chaos — no PhysX).


