Babylon.js physics integration
Connects visible objects to the project’s physics engine. It defines scale, collision meaning and movement ownership so resetting a level does not leave invisible bodies or conflicting transforms.
babylonjs-physics-integration
See how it helpsWhen is it useful?
Use when adding colliders, character motion or physical interactions to Babylon.js gameplay.
What does it help you do?
- Checks plugin compatibility, coordinate scale and required runtime assets.
- Defines which system drives each body and separates triggers from authoritative hits.
- Verifies resetting objects and scenes does not leave duplicate physics bodies.
Try asking this
Build a bowling lane with a controllable ball and falling pins. Separate the scoring trigger from physical collisions, then reset the lane repeatedly. Verify each visible pin has one physics body and the score is not counted again after the round ends.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Babylon.js — physics integration
Use when connecting Babylon gameplay to a physics plugin, colliders or character movement.
Version and project gate
Inspect package.json and lockfile, Babylon package family and exact version, engine creation, WebGL/WebGPU choice, canvas hosting, loaders, physics plugin version and asset ownership. Keep Babylon Lite and the full engine APIs distinct. 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
Record the installed physics plugin, WASM requirements and coordinate/scale conventions. Select visual-to-physics synchronization direction for each body type. Configure collision filters, triggers and fixed-step policy. Distinguish a sensor event from a solver contact or game-authoritative hit.
Deliver
A physics ownership diagram and a reproducible interaction scene with measured units and filters. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Do not combine APIs from incompatible physics plugin generations or drive a dynamic body by arbitrary transform writes.
Acceptance scenario
Drop, stack, push and reset representative objects; verify no duplicate body survives a scene restart. 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 Ziva. 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.
- https://doc.babylonjs.com/lite/typedoc/functions/removeFromScene
- https://doc.babylonjs.com/lite/typedoc/functions/onSceneDispose
- https://github.com/BabylonJS/Babylon.js
Task-specific official references
Included files 1
SKILL.md
