physics-tuning
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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuning --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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 1. **Run physics on a fixed timestep.** Simulate at a constant rate (e.g. 50–60 Hz). A fixed `d
- When to use
- Core workflow
- Patterns
- 1. Fixed timestep for simulation, render interpolation for smoothness
- 2. Stop tunneling: CCD + a speed cap
- 3. Body tuning: mass, drag, gravity scale, material
- 4. Collision layers and masks (who collides with whom)
- Pitfalls
- References
- Related skills
What does the physics-tuning skill do?
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.
How do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuning --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
