physics-tuning
gamedev-skills/awesome-gamedev-agent-skills
Tune game physics for stable, responsive motion—fixed timestep, interpolation, CCD, mass/drag, and collision layers.
What is physics-tuning?
Physics feel comes from balancing fixed-timestep simulation with render-frame interpolation, and tuning mass, drag, gravity scale, and collision detection. Use this when objects jitter, tunnel through walls, stacks explode, or movement feels floaty or laggy.
- Run physics on a fixed timestep to ensure deterministic, stable simulation independent of frame rate
- Interpolate rendering between physics ticks to eliminate visible stutter and jitter
- Enable continuous collision detection (CCD) and velocity caps to prevent fast objects from tunneling through thin walls
- Tune per-body mass, linear drag, gravity scale, restitution, and friction via physics materials
- Configure collision layers and masks to control which bodies interact with each other
- Stabilize stacks and joints by adjusting solver iterations, mass ratios, and sleeping thresholds
How to install physics-tuning
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuningHow to use physics-tuning
- 1.Verify your engine runs physics in a fixed-timestep callback (FixedUpdate, _physics_process) separate from the render frame
- 2.Enable the engine's built-in render interpolation (Rigidbody.interpolation in Unity, physics_interpolation in Godot) rather than hand-rolling
- 3.Enable continuous collision detection on small or fast-moving bodies; cap their maximum velocity to prevent tunneling
- 4.Tune mass (relative weight), linear_damp (air resistance), gravity_scale (per-object gravity multiplier), and material properties (bounce, friction)
- 5.Configure collision layers and masks so each body type only interacts with the layers it needs to
- 6.Test at low and high frame rates, throw fast objects at thin walls, and stack bodies to verify stability and feel
Use cases
- Fix jittery or stuttering motion by enabling render interpolation between fixed physics steps
- Stop small fast objects from passing through walls by enabling CCD and capping maximum velocity
- Tune the feel of gravity and air resistance by adjusting gravity_scale and linear_damp per body
- Prevent exploding or unstable stacks by raising solver iterations and keeping mass ratios reasonable
- Set up collision layers so the player only collides with the world and enemies, but not pickups until collected
- Game programmers tuning physics feel and stability
- Gameplay engineers working on platformers, action games, or physics-based mechanics
- Technical artists and designers iterating on motion responsiveness
- Anyone debugging frame-rate-dependent behavior or collision issues
physics-tuning FAQ
You are likely applying forces or movement in the render frame (Update/_process) instead of the fixed physics step. Move all simulation to FixedUpdate/_physics_process and use the fixed dt for integration.
You are probably missing render interpolation. Enable the engine's built-in interpolation (Rigidbody.interpolation or physics_interpolation) to smoothly blend between physics states each frame.
Enable continuous collision detection (CCD) on those bodies, cap their maximum velocity so they move less than one wall thickness per physics step, or raise the physics simulation rate.
No. Gravity is acceleration and affects all masses equally. Use gravity_scale to make an object fall faster or slower, and linear_damp to add air resistance.
Increase solver iterations, keep mass ratios modest (avoid 1:100 ratios), enable sleeping for resting bodies, and verify collision layers are set up correctly.
Full instructions (SKILL.md)
Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.
name: physics-tuning description: > 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.
Physics tuning
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.
When to use
- Use when motion jitters, objects pass through walls (tunneling), stacks explode, or movement feels floaty/sticky/laggy.
- Use to decide what goes in the fixed (physics) step vs the render frame, and how to interpolate between them.
- Use to tune gravity, mass, drag, restitution, solver iterations, sleeping, and 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.
Core workflow
- Run physics on a fixed timestep. Simulate at a constant rate (e.g. 50–60
Hz). A fixed
dtmakes the simulation deterministic-ish and stable; a variabledtmakes integration and collisions inconsistent. - Put physics work in the physics callback, not the render frame. Apply
forces/velocities and read collisions in the fixed step (
FixedUpdate/_physics_process), using that step'sdt. - Interpolate rendering between physics ticks. The render frame rate ≠ the physics rate, so smoothly interpolate transforms toward the latest physics state, or enable the engine's Rigidbody interpolation, to remove visible stutter.
- Tune the body, not the scene. Set mass for relative weight, drag for damping, gravity scale per object, and restitution/friction via materials.
- Stop tunneling with CCD on small/fast bodies; cap maximum velocity.
- Stabilize stacks/joints with more solver iterations, sane mass ratios, and sleeping for resting bodies.
- Verify by feel and stress test. Play at low and high frame rates; throw fast objects at thin walls; stack and shove bodies. Report what you observed.
Patterns
1. Fixed timestep for simulation, render interpolation for smoothness
# 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.
2. Stop tunneling: CCD + a speed cap
# 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.
3. Body tuning: mass, drag, gravity scale, material
# 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
4. Collision layers and masks (who collides with whom)
# 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.
Pitfalls
- Applying forces/movement in the render frame (
Update/_process) makes behavior frame-rate dependent — faster PCs run faster, and collisions get flaky. Do simulation in the fixed step. - Visible jitter even with a fixed step usually means no render interpolation: the physics rate and display rate beat against each other. Enable interpolation.
- Tunneling through thin walls: discrete collision misses fast movers. Enable CCD, cap speed, thicken walls, or raise the physics rate.
- Expecting heavier objects to fall faster. Gravity is acceleration; mass
affects collision response, not fall speed. Use
gravity_scale/drag for feel. - Exploding stacks / jittery joints: mass ratios too extreme, or too few solver iterations. Keep mass ratios modest and raise iteration counts.
- Bodies that never rest burn CPU and twitch. Enable sleeping and a sensible sleep threshold for resting objects.
- One-directional layer setup: A's mask includes B but B's mask excludes A. Detection/collision can need both sides; verify the full matrix.
- Huge
dtspikes (load hitches, breakpoints) blow up integration. Clamp the max physics step / substep count so a stall doesn't launch everything.
References
references/timestep-and-ccd.md— the fixed-timestep accumulator loop, interpolation math, substepping, CCD modes, solver/iteration tuning, sleeping, and a stability checklist.
Related skills
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.
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