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Get Started Free →Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-10 | ✗→✓ | ▲ Improved | 79% | 0% |
| case-01 | ✓→✓ | = Same ✓ | 18% | 0% |
| case-02 | ✓→✓ | = Same ✓ | 79% | 0% |
| case-03 | ✓→✓ | = Same ✓ | 81% | 0% |
| case-04 | ✓→✓ | = Same ✓ | 96% | 0% |
Most "bad physics" is not a bug in the engine — it's a mismatch between the fixed-timestep simulation and the variable-rate render loop, or untuned mass/drag/CCD/layer settings. This skill covers the engine-neutral knobs that make physics stable and responsive; pair it with godot-physics or unity-physics for the concrete APIs.
explode, or movement feels floaty/sticky/laggy.
how to interpolate between them.
collision layers/masks.
When not to use: for an engine's exact physics nodes/components and collision callbacks, use godot-physics or unity-physics. For movement decisions (when to jump, AI steering) use input-systems and game-ai. For platformer jump-feel specifics like coyote time/jump buffering, that's input/ controller territory — see input-systems and the platformer genre.
Hz). A fixed dt makes the simulation deterministic-ish and stable; a variable dt makes integration and collisions inconsistent.
forces/velocities and read collisions in the fixed step (FixedUpdate / _physics_process), using that step's dt.
physics rate, so smoothly interpolate transforms toward the latest physics state, or enable the engine's Rigidbody interpolation, to remove visible stutter.
damping, gravity scale per object, and restitution/friction via materials.
sleeping for resting bodies.
fast objects at thin walls; stack and shove bodies. Report what you observed.
gdscript# Physics callback: runs at the FIXED rate. Use its dt for all integration. func _physics_process(dt): # Unity: void FixedUpdate() velocity += gravity * dt # integrate with the FIXED dt move_and_slide() # engine resolves collisions this step _prev_pos = _curr_pos; _curr_pos = global_position # record for interpolation # Render frame: runs as fast as the display. Interpolate between physics states. func _process(_frame_dt): # Unity: void Update() var alpha = Engine.get_physics_interpolation_fraction() # 0..1 within the tick visual.global_position = _prev_pos.lerp(_curr_pos, alpha) # RIGHT: integrate in the fixed step, render via interpolation. # WRONG: applying forces in _process/Update with frame dt — speed and collisions # then depend on frame rate and jitter under load.
Most engines offer this for you (Godot physics_interpolation/Rigidbody interpolate; Unity Rigidbody.interpolation = Interpolate). Prefer the built-in before hand-rolling.
gdscript# Fast, small bodies skip past thin colliders between ticks. Two fixes: body.continuous_cd = true # RigidBody3D bool (RigidBody2D: CCD_MODE_* enum). Unity: rb.collisionDetectionMode = Continuous # Cap velocity so a single step can't move more than ~one collider thickness. const MAX_SPEED := 40.0 if velocity.length() > MAX_SPEED: velocity = velocity.normalized() * MAX_SPEED # Rule of thumb: max_distance_per_step (= speed / physics_hz) should be < the # thinnest wall. Raise physics_hz or enable CCD when that fails.
gdscript# Mass is RELATIVE weight in collisions; it does NOT change fall speed (gravity # accelerates all masses equally). Use drag and gravity_scale to shape feel. body.mass = 2.0 # heavier pushes lighter in collisions body.linear_damp = 0.5 # air drag: higher = stops sooner (Unity: drag) body.gravity_scale = 1.5 # per-object gravity multiplier (snappier fall) # Bounce/slide come from the physics material, not code: material.bounce = 0.2 # restitution 0..1 (Unity: bounciness) material.friction = 0.8 # surface grip
gdscript# A body is ON its layer(s) and SCANS the layers in its mask. Both directions of a # pair must be configured for them to interact. player.collision_layer = LAYER_PLAYER player.collision_mask = LAYER_WORLD | LAYER_ENEMY # player detects world+enemies pickup.collision_layer = LAYER_PICKUP pickup.collision_mask = LAYER_PLAYER # pickup only reacts to player # Unity equivalent: assign GameObject layers and edit the Physics collision matrix # (or Physics.IgnoreLayerCollision). Keep a named layer constant table, not magic numbers.
Update/_process) makesbehavior frame-rate dependent — faster PCs run faster, and collisions get flaky. Do simulation in the fixed step.
interpolation: the physics rate and display rate beat against each other. Enable interpolation.
CCD, cap speed, thicken walls, or raise the physics rate.
affects collision response, not fall speed. Use gravity_scale/drag for feel.
solver iterations. Keep mass ratios modest and raise iteration counts.
sleep threshold for resting objects.
Detection/collision can need both sides; verify the full matrix.
dt spikes (load hitches, breakpoints) blow up integration. Clamp themax physics step / substep count so a stall doesn't launch everything.
references/timestep-and-ccd.md — the fixed-timestep accumulator loop,interpolation math, substepping, CCD modes, solver/iteration tuning, sleeping, and a stability checklist.
godot-physics, unity-physics — concrete bodies, colliders, and callbacks.input-systems — responsive controls, jump buffering, coyote time.game-ai — agent movement that must agree with the physics step.platformer, fps-shooter — genres whose feel depends on this tuning.Other measured skills in the registry, with their headline benchmark lift.