---
title: "3D rigid bodies"
package: "@phaser-ae/physics-3d"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-26
description: "Rigid bodies for 3D games over a Box3D core, with joints, a character controller, vehicles with suspension, triggers, raycasts and explosions."
url: https://phaser.io/packs/physics-3d
site: Phaser - https://phaser.io
---

# 3D rigid bodies

Rigid-body physics for 3D games over a vendored Box3D core. Bind an object and it falls, stacks, topples, rolls, swings
and drives, with joints, a character controller, triggers, raycasts and a blast radius, all in the engine's own
vocabulary.

## What it does

`game.physics3d.bind(object, options)` gives an object a body. The engine's primitives are unit-sized, so an object's
scale is its world size, and the shape comes from it: a box by default, a sphere, an upright capsule, or a convex hull
of points you build with `hull-3d`. A one-by-one-by-one box has a mass of 1, so no units table is needed, and impulses
are scaled by mass, so `impulse({ y: 6 })` pops a crate and a boulder alike.

The one rule to hold on to is who owns the transform. A dynamic body owns it: steer it with `impulse`, `force`,
`velocity` or `spin`, and move it outright only with `teleport`, which clears its velocity so a respawn does not smear
across the map. A kinematic body is the reverse: you move the object and physics pushes dynamic bodies out of its way,
for moving platforms, doors on rails and lifts. A static body is level geometry. Poses are written at the fixed step,
and the engine's own interpolation carries them smoothly to any refresh rate.

Collision filtering is said in names: a body's `group` is what it is and `hits` is what it collides with. A `family` is
separate: bodies sharing one never collide with each other, which is what a ragdoll's overlapping limbs need. Triggers
report `onEnter` and `onExit` and apply no force; ordinary bodies report `onTouch`, `onRelease`, and `onHit` with the
approach speed, so impact sounds can be kept for real hits rather than a pile of resting crates.

## Features

- **Shapes from size** — box, sphere, upright capsule or convex hull, sized from the object's scale, with mass from
  density or a total.
- **Body options** — friction, bounce, rolling resistance, damping, gravity scale, locked rotation, a centre-of-mass
  offset (`balance`), conveyor surfaces, and continuous collision (`fast`) for fast movers.
- **A character controller** — a capsule with `move`, `grounded` and `jump`, which pushes crates and rides platforms.
- **Seven joints** — `hinge`, `socket` (with a swing cone, twist limits and a rest-pose spring), `slider`, `wheel`
  (suspension, drive and steering in one), `spring`, `grab` and `weld`; a motor wakes its bodies.
- **Queries** — `raycast` with a body to ignore, `raycastAll` nearest first, sphere and box overlaps, and a mass-scaled
  `explosion` with a little lift.
- **Triggers and contact callbacks** — enter and exit for triggers; touch, release and hit with speed for everything
  else.
- **Named groups and families** — filtering without bitmasks, and ragdolls that do not fight themselves.
- **A headless world** — `createRigidWorld3d` runs the same solver without a renderer, with `reset` for repeatable
  replays.

## Good for

- **Physics playgrounds and destruction** — stacks of crates that topple, and a blast that scatters a room.
- **Driving games** — a chassis, four wheel bodies and four wheel joints make a car with suspension and steering.
- **3D platformers and adventures** — the capsule controller on floors and moving platforms, pushing crates as it goes.
- **Ragdolls** — socket joints with swing cones, and families so the limbs overlap in peace.
- **Contraptions** — doors on hinges, elevators on sliders, cranes on springs, conveyors and tractor beams.
- **Puzzle rules that need real motion** — checked headless with the standalone rigid world.

## Make it yours

The pack options are `gravity` (a number straight down or a full vector; the default of −20 is arcade-weighty rather
than real), `substeps` (4, more for taller stacks) and `module`, to point development builds at another copy of the
core. Gravity can change at any time, and every body takes its own friction, bounce, damping, gravity scale and
filtering.

Two different uses: a stunt-driving game where a chassis with `balance: { y: -0.4 }` carries its weight low, four wheel
joints give it suspension, drive and steering, and ramps and conveyor belts are static bodies; and a ragdoll brawler
where every doll's limbs share a family, sockets join them with swing limits and a little rest-pose stiffness, and
`explosion` throws them about.

## A quick look

Wait for the core, then bind the level and kick a crate:

```ts
game.scenes.register({ name: 'level', async enter() {
    await game.physics3d.ready;
    game.physics3d.bind(ground, { type: 'static' });
    const crate = game.physics3d.bind(box, { friction: 0.6, bounce: 0.2 });
    crate.impulse({ y: 6 });                 // mass-scaled: the same pop for any crate
} });
```

## Works with

- `world-3d` — the 3D world the bodies live in.
- `hull-3d` — builds the convex point cloud for a hull shape from a loaded model.
- `collision-3d` — overlap rules by tag, which run after the physics, for pickups and triggers that need no solver.
- `physics-rope` — ropes, cords and chains that can be tied to these bodies.

## Good to know

- There is one world for the game: `clear()` empties it between levels, and there is no world per scene.
- `bind` throws until `game.physics3d.ready` resolves, so a scene awaits it first.
- A hull is convex, so a donut's hull is a solid disc, and continuous collision is for the primitive shapes only.
- The pack has no ropes of its own; compose `physics-rope` for those.
- A body tumbling exactly through the pitch pole can see yaw and roll swap in its raw numbers, though the drawn
  orientation stays right.

## Changes

### 3.0.0-4 (2026-10-26)

- Changed: the `module` option only loads the core from the game's own origin; a URL on another origin, or a `data:` URL, is refused. Standalone builds embed the core and are unaffected.

---

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