---
title: "Rigid-body 2D physics"
package: "@phaser-ae/physics-2d"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-19
description: "The engine's own 2D rigid-body solver: circles, boxes, capsules and polygons that fall, stack and swing, with joints, sensors, one-way platforms, conveyors and force fields."
url: https://phaser.io/packs/physics-2d
site: Phaser - https://phaser.io
---

# Rigid-body 2D physics

The engine's own rigid-body solver for 2D games: things that fall, push, stack, bounce and swing. A body is an ordinary
game object with a `body` key, and what a platformer or physics puzzle needs, from one-way platforms to conveyor belts
and water, is part of its spec.

## What it does

`body: {}` on a spawn makes an object a body: a box the size of its sprite by default, or a circle, an upright capsule,
a polygon (concave outlines are triangulated) or a compound of shapes. Each fixed step the solver moves the bodies and
writes `x`, `y` and `rot` back, so the object draws where the physics put it and tag collision rules still see it.
Velocity is a property: you set `hero.body.vx` to run and call `impulse` to jump. Gravity is on by default, 900 units
per second squared downwards; set it to zero for space.

The solver is substepped, four times a fixed step by default, so stacks settle without jittering and joints do not
stretch. Bodies that stay under 3 units a second for half a second go to sleep until something touches them. A body
knows whether it is `grounded`, which sides are `blocked`, and what it is `touching`, with the sustained `load` in
multiples of its own weight, so a platformer's jump check and a puzzle's "is this being crushed" are both one line.

Joints take world points and hand back a live joint rather than an id. Its `length`, `min`, `max`, `hertz` and
`damping` are read by the solver every step, so a grapple that reels in, a suspension that stiffens and a winch that
pays out are one number changing each frame, with no teardown and no visible jolt. Effectors add fields: wind over an
area, a gravity well that pulls or repels, and buoyant water whose density is measured against each body's own, so one
pool floats some things high, some low and sinks the rest.

## Features

- **Shapes** — boxes, circles, upright capsules for characters, convex and concave polygons, and compounds.
- **Body types** — dynamic, static, and kinematic bodies you move yourself, which carry whatever stands on them.
- **Platformer surfaces** — one-way platforms in any of four directions, and conveyors whose `surfaceSpeed` can change
  while things ride them.
- **Six joints** — `pin` (a hinge with limits and a motor), `rope` (a rod, a rope with slack or a spring), `slider`,
  `wheel` (sprung suspension in one joint), `weld` and `grab` (the mouse joint).
- **Contacts you can read** — `grounded`, `blocked` per side, `touching` with impulse, approach speed and load, and a
  `physics.contact` signal for thuds and damage.
- **Effectors** — area forces such as wind, point forces that attract or repel, and buoyancy with flow and drag.
- **Chain terrain** — `physics.chain(points)` turns a polyline into static ground with no notches at the joins.
- **Filters, sensors and bullets** — 32-bit categories and masks, sensors that report and never push, and `bullet`
  bodies that are swept so they do not pass through thin walls.
- **Arcade movement** — per-body thrust, drag towards zero and speed caps, for ships and top-down movers.
- **World bounds and culling** — walls or bouncing edges round the world, and a cull rect that removes bodies leaving
  it and reports where they went.
- **Raycasts** — the nearest body along a ray, with the hit point and normal.

## Good for

- **Platformers** — capsule characters that glide over seams, one-way ledges, moving lifts and conveyors.
- **Physics puzzles** — stacks, seesaws, hinged doors and things to crush or topple, with load readings to judge them.
- **Bat-and-ball and pinball games** — bouncing balls, world edges that bounce on three sides, and hinged flippers
  driven by motors.
- **Ragdolls and swinging** — hinges with limits, ropes with slack and grapples that reel.
- **Space and top-down games** — gravity off, thrust and drag on each body, and gravity wells.
- **Water levels** — buoyant pools with a current, where heavy things sink and light ones float.

## Make it yours

The pack options are `gravity` (`{ x: 0, y: 900 }` by default), `substeps` (4, or 6 to 8 for taller stacks) and
`cull`, a rect round the level beyond which bodies are removed. Gravity can change at any time with
`game.physics.gravity`, and most body fields are live: velocity, thrust, drag, speed caps, restitution, friction,
gravity scale and a conveyor's surface speed.

Two different uses: a platformer with gravity down, a capsule hero with `fixedRotation`, one-way ledges, a kinematic
lift, and collision categories that let enemies overlap the hero for damage rules while both land on the walls; and a
top-down space game with gravity at zero, ships with drag and speed caps, and point effectors pulling them towards
planets.

## A quick look

Ground, a crate, a bouncing ball, a concave rock and a capsule hero who runs and jumps:

```ts
game.spawn({ id: 'ground', x: 320, y: 350, width: 640, height: 20, body: { type: 'static' } });
game.spawn({ id: 'crate', x, y, width: 32, height: 32, body: {} });                       // a box the sprite's size
game.spawn({ id: 'ball',  x, y, width: 20, height: 20, body: { shape: 'circle', restitution: 0.6 } });
game.spawn({ id: 'rock',  x, y, body: { shape: { kind: 'polygon', points: [[-30,-30],[0,-30],[0,0],[30,0],[30,30],[-30,30]] } } });
game.spawn({ id: 'hero',  x, y, width: 24, height: 32, body: { shape: 'capsule', fixedRotation: true, friction: 0.2 } });
hero.body.vx = dir * 160;                       // velocity is a property
if (hero.body.grounded && jump) hero.body.impulse(0, -hero.body.mass * 420);
```

## Works with

- `collision` — required: overlap rules by tag work on bodies, and they run after the physics.
- `tiles-2d` — a tilemap's solid tiles become merged static bodies, with slopes and one-way tiles.
- `grid-move` — drives body velocity for four-way lane movement, so walls stay solid.
- `feel` and `audio` — read `physics.contact` for impacts and thuds.
- `physics-rope` — ropes with weight whose ends can be tied to these bodies.
- `physics-box2d` — when you want Box2D's own behaviour instead; compose one or the other.

## Good to know

- Writing `x`, `y` or `rot` on a body is a teleport, adopted next step. Never use `collide.solid()` on bodies: the
  solver owns their separation.
- It is tuned for boxes of 10 to 200 units and speeds under about 3000 units a second; bigger or faster needs `bullet`
  or more substeps.
- `force()` lasts one 60 Hz frame; for sustained thrust use `ax` and `ay`.
- Contacts beyond 512 a frame are dropped from the signal, though `touching` still sees them all.
- For Box2D's exact stacking and continuous collision use `physics-box2d`, and for 3D, `physics-3d`.

---

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