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
dt makes the simulation deterministic-ish and stable; a
variable dt makes 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's dt.
- 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
dt spikes (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.
1---2name: physics-tuning3description: 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.4license: Apache-2.05---67# Physics tuning89Most "bad physics" is not a bug in the engine — it's a mismatch between the10**fixed-timestep simulation** and the **variable-rate render loop**, or untuned11mass/drag/CCD/layer settings. This skill covers the engine-neutral knobs that12make physics stable and responsive; pair it with `godot-physics` or13`unity-physics` for the concrete APIs.1415## When to use1617- Use when motion jitters, objects pass through walls (tunneling), stacks18 explode, or movement feels floaty/sticky/laggy.19- Use to decide what goes in the fixed (physics) step vs the render frame, and20 how to interpolate between them.21- Use to tune gravity, mass, drag, restitution, solver iterations, sleeping, and22 collision layers/masks.2324**When *not* to use:** for an engine's exact physics nodes/components and25collision callbacks, use `godot-physics` or `unity-physics`. For *movement26decisions* (when to jump, AI steering) use `input-systems` and `game-ai`. For27platformer jump-feel specifics like coyote time/jump buffering, that's input/28controller territory — see `input-systems` and the `platformer` genre.2930## Core workflow31321. **Run physics on a fixed timestep.** Simulate at a constant rate (e.g. 50–6033 Hz). A fixed `dt` makes the simulation deterministic-ish and stable; a34 variable `dt` makes integration and collisions inconsistent.352. **Put physics work in the physics callback**, not the render frame. Apply36 forces/velocities and read collisions in the fixed step (`FixedUpdate` /37 `_physics_process`), using that step's `dt`.383. **Interpolate rendering between physics ticks.** The render frame rate ≠ the39 physics rate, so smoothly interpolate transforms toward the latest physics40 state, or enable the engine's Rigidbody interpolation, to remove visible41 stutter.424. **Tune the body, not the scene.** Set mass for relative weight, drag for43 damping, gravity scale per object, and restitution/friction via materials.445. **Stop tunneling with CCD** on small/fast bodies; cap maximum velocity.456. **Stabilize stacks/joints** with more solver iterations, sane mass ratios, and46 sleeping for resting bodies.477. **Verify by feel and stress test.** Play at low and high frame rates; throw48 fast objects at thin walls; stack and shove bodies. Report what you observed.4950## Patterns5152### 1. Fixed timestep for simulation, render interpolation for smoothness5354```gdscript55# Physics callback: runs at the FIXED rate. Use its dt for all integration.56func _physics_process(dt): # Unity: void FixedUpdate()57 velocity += gravity * dt # integrate with the FIXED dt58 move_and_slide() # engine resolves collisions this step59 _prev_pos = _curr_pos; _curr_pos = global_position # record for interpolation6061# Render frame: runs as fast as the display. Interpolate between physics states.62func _process(_frame_dt): # Unity: void Update()63 var alpha = Engine.get_physics_interpolation_fraction() # 0..1 within the tick64 visual.global_position = _prev_pos.lerp(_curr_pos, alpha)65# RIGHT: integrate in the fixed step, render via interpolation.66# WRONG: applying forces in _process/Update with frame dt — speed and collisions67# then depend on frame rate and jitter under load.68```6970Most engines offer this for you (Godot `physics_interpolation`/Rigidbody71interpolate; Unity `Rigidbody.interpolation = Interpolate`). Prefer the built-in72before hand-rolling.7374### 2. Stop tunneling: CCD + a speed cap7576```gdscript77# Fast, small bodies skip past thin colliders between ticks. Two fixes:78body.continuous_cd = true # RigidBody3D bool (RigidBody2D: CCD_MODE_* enum). Unity: rb.collisionDetectionMode = Continuous79# Cap velocity so a single step can't move more than ~one collider thickness.80const MAX_SPEED := 40.081if velocity.length() > MAX_SPEED:82 velocity = velocity.normalized() * MAX_SPEED83# Rule of thumb: max_distance_per_step (= speed / physics_hz) should be < the84# thinnest wall. Raise physics_hz or enable CCD when that fails.85```8687### 3. Body tuning: mass, drag, gravity scale, material8889```gdscript90# Mass is RELATIVE weight in collisions; it does NOT change fall speed (gravity91# accelerates all masses equally). Use drag and gravity_scale to shape feel.92body.mass = 2.0 # heavier pushes lighter in collisions93body.linear_damp = 0.5 # air drag: higher = stops sooner (Unity: drag)94body.gravity_scale = 1.5 # per-object gravity multiplier (snappier fall)95# Bounce/slide come from the physics material, not code:96material.bounce = 0.2 # restitution 0..1 (Unity: bounciness)97material.friction = 0.8 # surface grip98```99100### 4. Collision layers and masks (who collides with whom)101102```gdscript103# A body is ON its layer(s) and SCANS the layers in its mask. Both directions of a104# pair must be configured for them to interact.105player.collision_layer = LAYER_PLAYER106player.collision_mask = LAYER_WORLD | LAYER_ENEMY # player detects world+enemies107pickup.collision_layer = LAYER_PICKUP108pickup.collision_mask = LAYER_PLAYER # pickup only reacts to player109# Unity equivalent: assign GameObject layers and edit the Physics collision matrix110# (or Physics.IgnoreLayerCollision). Keep a named layer constant table, not magic numbers.111```112113## Pitfalls114115- **Applying forces/movement in the render frame** (`Update`/`_process`) makes116 behavior frame-rate dependent — faster PCs run faster, and collisions get117 flaky. Do simulation in the fixed step.118- **Visible jitter** even with a fixed step usually means no render119 interpolation: the physics rate and display rate beat against each other.120 Enable interpolation.121- **Tunneling** through thin walls: discrete collision misses fast movers. Enable122 CCD, cap speed, thicken walls, or raise the physics rate.123- **Expecting heavier objects to fall faster.** Gravity is acceleration; mass124 affects collision response, not fall speed. Use `gravity_scale`/drag for feel.125- **Exploding stacks / jittery joints**: mass ratios too extreme, or too few126 solver iterations. Keep mass ratios modest and raise iteration counts.127- **Bodies that never rest** burn CPU and twitch. Enable sleeping and a sensible128 sleep threshold for resting objects.129- **One-directional layer setup**: A's mask includes B but B's mask excludes A.130 Detection/collision can need both sides; verify the full matrix.131- **Huge `dt` spikes** (load hitches, breakpoints) blow up integration. Clamp the132 max physics step / substep count so a stall doesn't launch everything.133134## References135136- `references/timestep-and-ccd.md` — the fixed-timestep accumulator loop,137 interpolation math, substepping, CCD modes, solver/iteration tuning, sleeping,138 and a stability checklist.139140## Related skills141142- `godot-physics`, `unity-physics` — concrete bodies, colliders, and callbacks.143- `input-systems` — responsive controls, jump buffering, coyote time.144- `game-ai` — agent movement that must agree with the physics step.145- `platformer`, `fps-shooter` — genres whose feel depends on this tuning.