---
name: dev-r3f-r3f-physics
description: Physics integration with Rapier for R3F game development
category: r3f
---

# R3F Physics

> "Physics makes games feel real – Rapier is fast and reliable."

## When to Use This Skill

Use when:
- Adding physics simulation to objects
- Implementing collision detection
- Creating vehicles or character controllers
- Building interactive environments

## Quick Start

```tsx
import { Physics, RigidBody } from '@react-three/rapier';

function PhysicsScene() {
  return (
    <Physics>
      {/* Falling cube */}
      <RigidBody>
        <mesh>
          <boxGeometry />
          <meshStandardMaterial />
        </mesh>
      </RigidBody>

      {/* Static floor */}
      <RigidBody type="fixed">
        <mesh position={[0, -2, 0]}>
          <boxGeometry args={[10, 0.5, 10]} />
          <meshStandardMaterial />
        </mesh>
      </RigidBody>
    </Physics>
  );
}
```

## Decision Framework

| Need               | RigidBody Type      |
| ------------------ | ------------------- |
| Player/Vehicle     | `dynamic`           |
| Ground/Walls       | `fixed`             |
| Platforms (moving) | `kinematicPosition` |
| Triggers           | `fixed` + sensor    |

| Collision Shape | Use For                       |
| --------------- | ----------------------------- |
| `cuboid`        | Boxes, buildings              |
| `ball`          | Spheres, wheels               |
| `capsule`       | Characters                    |
| `convexHull`    | Complex convex shapes         |
| `trimesh`       | Complex concave (static only) |

## Progressive Guide

### Level 1: Basic Physics

```tsx
import { Physics, RigidBody } from '@react-three/rapier';

function BasicPhysics() {
  return (
    <Physics gravity={[0, -9.81, 0]}>
      {/* Dynamic body - affected by physics */}
      <RigidBody position={[0, 5, 0]}>
        <mesh>
          <boxGeometry />
          <meshStandardMaterial color="red" />
        </mesh>
      </RigidBody>

      {/* Fixed body - doesn't move */}
      <RigidBody type="fixed">
        <mesh position={[0, -1, 0]} rotation={[-Math.PI / 2, 0, 0]}>
          <planeGeometry args={[20, 20]} />
          <meshStandardMaterial color="green" />
        </mesh>
      </RigidBody>
    </Physics>
  );
}
```

### Level 2: Collision Events

```tsx
import { RigidBody } from '@react-three/rapier';

function CollisionBox() {
  const handleCollisionEnter = (event) => {
    console.log('Collision with:', event.colliderObject);
  };

  const handleCollisionExit = (event) => {
    console.log('Collision ended with:', event.colliderObject);
  };

  return (
    <RigidBody onCollisionEnter={handleCollisionEnter} onCollisionExit={handleCollisionExit}>
      <mesh>
        <boxGeometry />
        <meshStandardMaterial />
      </mesh>
    </RigidBody>
  );
}
```

### Level 3: Sensors (Triggers)

```tsx
import { RigidBody, CuboidCollider } from '@react-three/rapier';

function TriggerZone() {
  const handleIntersection = (event) => {
    console.log('Something entered the zone!');
  };

  return (
    <RigidBody type="fixed">
      <CuboidCollider args={[2, 2, 2]} sensor onIntersectionEnter={handleIntersection} />
      {/* Visual representation (optional) */}
      <mesh>
        <boxGeometry args={[4, 4, 4]} />
        <meshStandardMaterial color="blue" transparent opacity={0.3} />
      </mesh>
    </RigidBody>
  );
}
```

### Level 4: Applying Forces

```tsx
import { useRef } from 'react';
import { RigidBody, RapierRigidBody } from '@react-three/rapier';
import { useFrame } from '@react-three/fiber';

function JumpingBall() {
  const rigidBodyRef = useRef<RapierRigidBody>(null);

  const jump = () => {
    rigidBodyRef.current?.applyImpulse({ x: 0, y: 10, z: 0 }, true);
  };

  useFrame(() => {
    // Apply continuous force (e.g., for movement)
    // rigidBodyRef.current?.applyForce({ x: 5, y: 0, z: 0 }, true);
  });

  return (
    <RigidBody ref={rigidBodyRef} onClick={jump}>
      <mesh>
        <sphereGeometry />
        <meshStandardMaterial color="orange" />
      </mesh>
    </RigidBody>
  );
}
```

### Level 5: Vehicle Physics

```tsx
import { useRef } from 'react';
import { RigidBody, useRapier } from '@react-three/rapier';
import { useFrame } from '@react-three/fiber';

function Vehicle() {
  const chassisRef = useRef();
  const { rapier, world } = useRapier();

  useFrame(() => {
    if (!chassisRef.current) return;

    // Get velocity
    const vel = chassisRef.current.linvel();
    const speed = Math.sqrt(vel.x ** 2 + vel.z ** 2);

    // Apply steering based on input
    // ... implement steering logic
  });

  return (
    <RigidBody
      ref={chassisRef}
      colliders="cuboid"
      mass={1500}
      linearDamping={0.5}
      angularDamping={0.5}
    >
      <mesh>
        <boxGeometry args={[2, 0.5, 4]} />
        <meshStandardMaterial color="blue" />
      </mesh>
    </RigidBody>
  );
}
```

## Collision Groups

```tsx
// Define collision groups (bitmask)
const GROUPS = {
  PLAYER: 0b0001,
  ENEMY: 0b0010,
  GROUND: 0b0100,
  PROJECTILE: 0b1000,
};

// Player collides with ground and enemy, not projectiles
<RigidBody
  collisionGroups={interactionGroups(
    GROUPS.PLAYER,
    GROUPS.GROUND | GROUPS.ENEMY
  )}
>
```

## Anti-Patterns

**DON'T:**

- Use `trimesh` for dynamic bodies (not supported)
- Apply forces every frame without deltaTime
- Create/destroy RigidBodies frequently
- Use physics for non-interactive decorations
- Ignore collision layers (performance)

**DO:**

- Use appropriate collider shapes (simpler = faster)
- Use `fixed` for static environment
- Pool physics objects when possible
- Use collision groups for filtering
- Dispose physics world on scene change

## Physics Debugging

```tsx
import { Physics, Debug } from '@react-three/rapier';

function DebugScene() {
  return (
    <Physics>
      <Debug /> {/* Shows collision shapes */}
      {/* Your physics objects */}
    </Physics>
  );
}
```

## Checklist

Before implementing physics:

- [ ] Appropriate RigidBody type selected
- [ ] Collision shapes match visual reasonably
- [ ] Collision groups configured
- [ ] Events handled (if needed)
- [ ] Forces scaled by deltaTime
- [ ] Physics debug visualized during development

## Reference

- [Rapier documentation](https://rapier.rs/docs/)
- [@react-three/rapier docs](https://github.com/pmndrs/react-three-rapier)
- `developer/r3f/r3f-fundamentals.md` — R3F basics


---
Source attribution: feliperyba
Original project: https://github.com/feliperyba/ralph-orchestra/blob/9338a5a194fac4e20e174decc6ce1b7400744866/.claude/skills/dev-r3f-r3f-physics/SKILL.md
License: MIT
License information: https://opensource.org/license/mit
Original upstream instructions; downloaded from Dave AI.

## Upstream license notice

MIT License

Copyright (c) 2026 feliperyba

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.



# Dave AI resource metadata

Creator / publisher: feliperyba
Original project: https://github.com/feliperyba/ralph-orchestra/blob/9338a5a194fac4e20e174decc6ce1b7400744866/.claude/skills/dev-r3f-r3f-physics/SKILL.md
Attribution basis: Recovered original package and original project license at a pinned revision

Fields of work: Development & Engineering
Roles: Frontend Developer, Game Developer
Specialties: Frontend
Tools: R3F, Rapier
Country applicability: Country not specified
Classification basis: Source catalog labels
Instruction SHA-256: f7c099a76202fa16207f787b9cc13fd267969950214e9e010c4f6d5eca0d94fd
Metadata reviewed: 2026-10-27
This metadata supersedes earlier Dave AI catalog attribution. Original instruction and supporting files are preserved.
