Rapier framework integration
Defines how Rapier and the rendering framework refer to the same game object. It aligns axes, scale and lifecycle, with one owner for body creation, simulation and removal.
rapier-framework-bridge
See how it helpsWhen is it useful?
Use it when a wrapper manages physics and manual integration risks creating duplicate worlds or competing transform updates.
What does it help you do?
- Checks wrapper compatibility and synchronization hooks.
- Assigns one owner for body creation, stepping and removal.
- Converts axes, scales and quaternions at explicit boundaries.
Try asking this
Connect our vehicle model to Rapier through the existing framework wrapper. Test a parent-scaled model, respawning and removing the vehicle. Provide a coordinate and ownership map; wheels and chassis must follow the intended body without duplicate stepping or leftover collision shapes.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Rapier — framework bridge
Use when integrating Rapier with Three.js, Bevy or another render/game framework.
Version and project gate
Inspect Rust crate features or JS/WASM package and version, 2D/3D choice, framework wrapper version, units, solver settings, timestep ownership, body/collider handles and render synchronization. Determinism depends on binding, version, initialization and operation order. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Inspect the wrapper compatibility matrix and synchronization hooks. Define which side creates, steps, updates and removes each body. Convert axes, scale and quaternion conventions explicitly. Place interpolation on presentation and apply authoritative corrections at the simulation boundary.
Deliver
A framework bridge with verified ownership and version requirements. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Do not initialize a second physics world beneath a wrapper or apply the same transform update from both renderer and solver.
Acceptance scenario
Spawn and remove an instanced render object, pause the framework and reset the physics world while checking both representations. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Vector. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
