Individual skill
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.
skills/disciplines/physics-tuning/SKILL.md
Source commit dcf3bbbb83f365632402c086bf595048aa24aaa8
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- Last checked
- Nov 11, 2026
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- Repository last updated
- Nov 10, 2026
- License
- Apache-2.0
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- agent-skills Repository topic
- ai-agents Repository topic
- awesome-list Repository topic
- claude-code Repository topic
- game-development Repository topic
- gamedev Repository topic
- godot Repository topic
- kiro Repository topic
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- unity Repository topic
- engineering Derived category
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SKILL.mdcore · 8,708 bytesreferences/timestep-and-ccd.mddoc · 5,854 bytes
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# 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.