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physics-arcade — Phaser skill: physics, collisions, gravity

Skill for Arcade Physics in Phaser 4: world setup, velocity and acceleration, gravity, collision and overlap detection. Helps AI assistants guide you through game object dynamics.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add phaserjs/phaser --skill physics-arcade -a claude-code
Open on GitHub

What physics-arcade does

Physics-arcade gives AI access to a complete reference for Phaser 4's physics system. Covers creating physics-enabled sprites and images, static bodies for platforms, velocity and acceleration, world and per-body gravity, collision detection via collide() and overlap via overlap(), bounce, friction, and damping. Includes physics groups, world bounds, collision categories, and angular dynamics.

Includes entry points to ArcadePhysics, World, Body, StaticBody classes, factory methods like this.physics.add.*, and body components. Covers patterns for enabling physics in GameConfig, syncing static bodies after scaling, and toggling debug rendering.

Works across all supported AI coding platforms. Requires a Phaser 4 project.

What it helps with

  • Set up a physics world with gravity in a game scene
  • Create dynamic and static physics bodies with velocity and acceleration
  • Detect collisions between objects and bounces at world bounds
  • Configure friction, damping, and angular dynamics

Example prompts for the agent

  • Help me set up Arcade Physics for my scene with gravity 300
  • How do I create a static platform and check collision with the player
  • Set up velocity and bounce for the player character on jump

How to install physics-arcade

1Skills CLI (Vercel)

npx skills add phaserjs/phaser --skill physics-arcade -a claude-code

2Manually: put the files in place

~/.claude/skills/physics-arcade/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/physics-arcade/

From the same set25

The whole set →
game-setup-and-config phaserjs Guides agent setup for Phaser 4 instances and GameConfig options. Useful when configuring renderers, canvas scaling, FPS caps, and pixel art settings. Claude Code CX Codex Cursor +1 1,200installs sprites-and-images phaserjs Guides agents on creating Sprite and Image objects in Phaser 4. Explains factory methods, texture frames, mixin components, and visual transforms. Claude Code CX Codex Cursor +1 1,100installs animations phaserjs Skill for creating and controlling sprite animations in Phaser 4. Covers spritesheet and atlas loading, animation creation via AnimationManager, playback, pause, chaining, and events. Claude Code CX Codex Cursor +1 1,000installs tilemaps phaserjs Guides Phaser 4 tilemap work, from loading Tiled maps to creating layers and tile collision. Use it while building tile-based game levels. Claude Code CX Codex Cursor +1 962installs v4-new-features phaserjs Skill for learning Phaser 4 updates: Filters replace FX, RenderNodes, new game objects (CaptureFrame, Gradient, Noise, SpriteGPULayer), and tint modes. Helps navigate the rewritten WebGL engine. Claude Code CX Codex Cursor +1 951installs scenes phaserjs A Phaser 4 scene reference for your coding agent: lifecycle order, transitions, parallel scenes, and the ScenePlugin queue that fires a frame later. Claude Code CX Codex Cursor +1 942installs audio-and-sound phaserjs Adds audio loading, background music, volume controls, and spatial audio to Phaser 4 games using SoundManager and the Web Audio API. Claude Code CX Codex Cursor +1 938installs scale-and-responsive phaserjs A skill to set up responsive scaling for Phaser 4 games: choose a scale mode, center the canvas, enable fullscreen, and handle window resize events. Claude Code CX Codex Cursor +1 910installs

Similar

Questions about physics-arcade

How do I install physics-arcade in Claude Code?

Run npx skills add phaserjs/phaser --skill physics-arcade -a claude-code, and the skill will load at ~/.claude/skills/physics-arcade/SKILL.md.

What does physics-arcade do?

Provides AI with reference docs for Phaser physics: creating physics objects, velocity, gravity, collisions, bounces, friction, and angular dynamics.

Which Phaser version is supported?

The skill targets Phaser 4. Other versions may require adjustments.

Source text

SKILL.md · MIT
---
name: physics-arcade
description: "Use this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories. Triggers on: physics, arcade, velocity, gravity, collide, overlap, bounce, physics body."
---

# Arcade Physics
> Setting up and using Arcade Physics in Phaser 4 -- enabling physics in GameConfig, creating physics-enabled sprites/images/groups, velocity, acceleration, gravity, collisions (collide/overlap), world bounds, body properties, and collision categories.

**Key source paths:** `src/physics/arcade/ArcadePhysics.js`, `src/physics/arcade/World.js`, `src/physics/arcade/Body.js`, `src/physics/arcade/StaticBody.js`, `src/physics/arcade/Factory.js`, `src/physics/arcade/components/`, `src/physics/arcade/events/`
**Related skills:** ../game-setup-and-config/SKILL.md, ../sprites-and-images/SKILL.md, ../tilemaps/SKILL.md, ../groups-and-containers/SKILL.md

## Quick Start

```js
class GameScene extends Phaser.Scene {
    create() {
        // Physics sprite (dynamic body, affected by gravity)
        this.player = this.physics.add.sprite(100, 300, 'player');
        this.player.setCollideWorldBounds(true);
        this.player.setBounce(0.2);

        // Static group (immovable platforms)
        this.platforms = this.physics.add.staticGroup();
        this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();

        // Register a persistent collider (checked every frame automatically)
        this.physics.add.collider(this.player, this.platforms);

        this.cursors = this.input.keyboard.createCursorKeys();
    }

    update() {
        if (this.cursors.left.isDown) {
            this.player.setVelocityX(-160);
        } else if (this.cursors.right.isDown) {
            this.player.setVelocityX(160);
        } else {
            this.player.setVelocityX(0);
        }
    }
}

// Enable Arcade Physics in game config
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: GameScene
};

const game = new Phaser.Game(config);
```

## Core Concepts

### World (`this.physics.world`)

The `Phaser.Physics.Arcade.World` manages all bodies in the simulation. Accessed via `this.physics.world` in a Scene.

- **gravity** -- `Vector2` applied to all dynamic bodies each step. Set via config or `this.physics.world.gravity.y = 300`.
- **bounds** -- `Rectangle` defining the world boundary. Defaults to game canvas size.
- **bodies** -- `Set` of all dynamic `Body` instances.
- **staticBodies** -- `Set` of all `StaticBody` instances.
- **colliders** -- `ProcessQueue` of registered `Collider` objects (from `this.physics.add.collider` / `this.physics.add.overlap`).
- **fps** -- Physics steps per second (default 60). Read-only; change via `world.setFPS(120)`.
- **fixedStep** -- `true` (default) uses fixed timestep; `false` syncs to render fps.
- **timeScale** -- Scaling factor: 1.0 = normal, 2.0 = half speed, 0.5 = double speed.
- **isPaused** -- When true, no bodies update and no colliders run. Toggle via `world.pause()` / `world.resume()`.
- **useTree** -- `true` (default) uses RTree spatial index for dynamic bodies. Disable for 5000+ bodies.
- **drawDebug** -- Enables debug rendering when `true`. Set via config `debug: true`.

### Bodies (`Body`)

A dynamic body is created automatically when you use `this.physics.add.sprite()` or `this.physics.add.image()`. Access it via `gameObject.body`.

Key properties (all on `Body`):
- **velocity** -- `Vector2`, pixels/sec
- **acceleration** -- `Vector2`, pixels/sec^2
- **drag** -- `Vector2`, deceleration (applied only when acceleration is zero)
- **gravity** -- `Vector2`, per-body gravity added to world gravity
- **bounce** -- `Vector2`, rebound factor relative to 1
- **friction** -- `Vector2`, default `(1, 0)` -- velocity imparted by immovable body to riding body
- **maxVelocity** -- `Vector2`, default `(10000, 10000)` | **maxSpeed** -- scalar cap, default `-1` (none)
- **mass** -- default `1`, affects collision momentum exchange
- **immovable** -- `false`; if `true`, never moved by collisions
- **pushable** -- `true`; if `false`, reflects velocity to colliding body
- **moves** -- `true`; if `false`, position/rotation not updated by physics
- **enable** -- `true`; `false` removes from simulation
- **useDamping** -- `false`; when `true`, drag is a multiplier (0-1) instead of linear
- **collideWorldBounds** -- `false`; **onWorldBounds/onCollide/onOverlap** -- `false`, set `true` to emit events

Shape: **isCircle** (set via `setCircle`), **width/height**, **offset** (`Vector2`), **center** (read-only midpoint).

Collision state (read-only, reset each step): **touching** / **blocked** / **wasTouching** -- `{ none, up, down, left, right }`. **embedded** -- both overlapping with zero velocity.

Angular: **angularVelocity** (deg/sec), **angularAcceleration**, **angularDrag**, **maxAngular** (default 1000), **allowRotation** (default true).

### Static Bodies (`StaticBody`)

A static body never moves and is not affected by gravity or velocity. It uses an optimized RTree for fast spatial lookups.

- Created via `this.physics.add.staticSprite()`, `this.physics.add.staticImage()`, or `this.physics.add.staticGroup()`.
- After changing the parent Game Object's position or scale, call `body.reset()` or `gameObject.refreshBody()` to sync.
- Has `collisionCategory` and `collisionMask` like dynamic bodies.
- Does not have velocity, acceleration, drag, or gravity properties.

## Common Patterns

### Enabling Physics on Existing Game Objects

```js
// Add a physics body to any existing Game Object
this.physics.add.existing(mySprite);           // dynamic body
this.physics.add.existing(mySprite, true);     // static body

// Or enable via the world directly
this.physics.world.enable(mySprite);           // dynamic
this.physics.world.enable(mySprite, Phaser.Physics.Arcade.STATIC_BODY);
```

### Creating Physics Sprites and Images

```js
// Via the physics factory (this.physics.add)
const player = this.physics.add.sprite(100, 200, 'player');     // dynamic body
const coin = this.physics.add.image(300, 100, 'coin');          // dynamic body
const wall = this.physics.add.staticImage(400, 300, 'wall');    // static body
const platform = this.physics.add.staticSprite(400, 500, 'plat'); // static body

// Standalone bodies (no Game Object)
const sensor = this.physics.add.body(200, 200, 32, 32);        // dynamic Body
const zone = this.physics.add.staticBody(100, 100, 64, 64);    // static Body
```

### Velocity and Gravity

```js
// Direct velocity
player.setVelocity(200, -300);          // x=200 px/s, y=-300 px/s (upward)
player.setVelocityX(200);
player.body.velocity.set(200, -300);    // equivalent via Vector2

// Acceleration + max velocity
player.setAcceleration(100, 0);
player.setMaxVelocity(300, 600);

// Per-body gravity (added to world gravity)
player.body.gravity.y = 200;
player.body.allowGravity = false;       // exempt from world gravity

// Drag (applied only when acceleration is zero)
player.setDrag(300);                    // linear deceleration
player.body.useDamping = true;
player.setDrag(0.05);                   // damping mode: keeps 5% velocity/sec

// Bounce
player.setBounce(0.5);                  // both axes
player.setBounceY(1);                   // full vertical bounce
```

### Collide and Overlap

Two approaches: **persistent Colliders** (checked every frame automatically) or **one-shot checks** (called in `update()`).

```js
// --- Persistent Colliders (preferred) ---
// Created via this.physics.add.collider / this.physics.add.overlap
// Automatically checked every physics step

const collider = this.physics.add.collider(player, platforms);
const overlap = this.physics.add.overlap(player, coins, collectCoin, null, this);

function collectCoin (player, coin) {
    coin.disableBody(true, true); // disable physics and hide
}

// Collider management
collider.active = false;   // temporarily disable
collider.destroy();        // remove permanently

// With processCallback (must return boolean to allow collision)
this.physics.add.collider(player, enemies, onHit, canCollide, this);
function canCollide (player, enemy) {
    return !player.getData('invincible');
}

// --- One-shot checks (in update) ---
// Called manually each frame; no Collider object created

this.physics.collide(player, platforms);
this.physics.overlap(player, coins, collectCoin, null, this);

// Self-collision within a single group
this.physics.add.collider(enemies, enemies);
```

### Groups

```js
// Dynamic physics group -- members get dynamic bodies automatically
const bullets = this.physics.add.group({
    classType: Phaser.Physics.Arcade.Sprite,  // default: ArcadeSprite
    maxSize: 20,
    collideWorldBounds: true,
    bounceX: 1,
    bounceY: 1,
    velocityX: 200,
    velocityY: 0,
    allowGravity: false,
    immovable: false
});

// Static physics group -- members get static bodies
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground');
platforms.create(600, 400, 'ground');

// After modifying a static group member's transform, refresh:
platforms.create(400, 568, 'ground').setScale(2).refreshBody();

// Group velocity helpers
bullets.setVelocity(200, 0);       // all members
bullets.setVelocityX(200);
bullets.setVelocityY(0, 10);       // with step increment per member
```

PhysicsGroup config keys (applied as defaults to new members): `collideWorldBounds`, `bounceX/Y`, `accelerationX/Y`, `dragX/Y`, `gravityX/Y`, `frictionX/Y`, `velocityX/Y`, `angularVelocity`, `angularAcceleration`, `angularDrag`, `maxVelocityX/Y`, `maxSpeed`, `mass`, `immovable`, `allowDrag`, `allowGravity`, `allowRotation`, `useDamping`, `enable`.

### World Bounds

```js
// Set bounds size and which edges collide (left, right, up, down)
this.physics.world.setBounds(0, 0, 1600, 1200, true, true, false, true);
this.physics.world.setBoundsCollision(true, true, false, true); // edges only

// Per-body world bounds
player.setCollideWorldBounds(true);
player.body.setBoundsRectangle(new Phaser.Geom.Rectangle(100, 100, 600, 400));
player.body.worldBounce = new Phaser.Math.Vector2(0.5, 0.5);

// Detect world bounds hit via event (requires opt-in)
player.body.onWorldBounds = true;
this.physics.world.on('worldbounds', (body, up, down, left, right) => {
    console.log('Hit edge:', { up, down, left, right });
});
```

### Body Properties

```js
// Size and shape
player.body.setSize(24, 32, true);     // width, height, re-center on GO
player.body.setOffset(4, 0);           // offset from GO position
player.body.setCircle(16);             // circular body, radius 16
player.body.setCircle(16, 4, 4);       // circular with offset

// Collision behavior
player.body.setImmovable(true);        // not moved by collisions
player.body.setPushable(false);        // reflects velocity to collider
player.body.slideFactor.set(0, 0);     // Sokoban-style: stops after push
player.body.setMass(2);               // affects momentum exchange

// Enable / disable
player.disableBody(true, true);        // disable body + hide Game Object
player.enableBody(true, x, y, true, true); // re-enable at position + show

// Per-direction collision check
player.body.checkCollision.up = false; // don't collide from above
player.body.syncBounds = true;         // auto-sync size to texture
```

### Collision Categories

Collision categories let you filter which bodies can collide with each other using bitmask values. Maximum 32 categories.

```js
// Get unique category values from the physics plugin
const CAT_PLAYER = this.physics.nextCategory();   // 0x0002
const CAT_ENEMY  = this.physics.nextCategory();   // 0x0004
const CAT_BULLET = this.physics.nextCategory();   // 0x0008

// Assign categories to bodies or groups
player.setCollisionCategory(CAT_PLAYER);
enemy.setCollisionCategory(CAT_ENEMY);
bullet.setCollisionCategory(CAT_BULLET);

// Set what each body collides with
player.setCollidesWith([CAT_ENEMY]);              // player hits enemies only
enemy.setCollidesWith([CAT_PLAYER, CAT_BULLET]);  // enemies hit player + bullets
bullet.setCollidesWith([CAT_ENEMY]);              // bullets hit enemies only

// Add/remove individual categories from existing mask
player.addCollidesWith(CAT_BULLET);
player.removeCollidesWith(CAT_ENEMY);

// Check if a body will collide with a category
player.willCollideWith(CAT_ENEMY); // returns boolean

// Reset to default (collides with everything)
player.resetCollisionCategory();

// Works on Groups too
enemies.setCollisionCategory(CAT_ENEMY);
enemies.setCollidesWith([CAT_PLAYER, CAT_BULLET]);
```

Default: all bodies have category `0x0001` and collisionMask `1`. Everything still collides with everything because `(1 & 1) !== 0`. PhysicsGroup defaults to mask `2147483647` (all bits). Call `resetCollisionCategory()` to set the mask to all bits after changing categories.

## Configuration Reference

`ArcadeWorldConfig` -- passed via `physics.arcade` in GameConfig or SceneConfig:

| Property | Default | Description |
|---|---|---|
| `fps` | `60` | Physics steps per second |
| `fixedStep` | `true` | Use fixed timestep vs render sync |
| `timeScale` | `1` | Simulation speed multiplier |
| `gravity` | `{ x: 0, y: 0 }` | World gravity in px/sec |
| `x`, `y` | `0` | World bounds origin |
| `width`, `height` | game size | World bounds dimensions |
| `checkCollision` | all `true` | `{ up, down, left, right }` edge collision |
| `overlapBias` | `4` | Overlap threshold for separation |
| `tileBias` | `16` | Tile overlap threshold |
| `forceX` | `false` | Separate horizontally first |
| `isPaused` | `false` | Start simulation paused |
| `debug` | `false` | Enable debug rendering |
| `debugShowBody` / `debugShowStaticBody` / `debugShowVelocity` | `true` | Debug display toggles |
| `debugBodyColor` / `debugStaticBodyColor` / `debugVelocityColor` | `0xff00ff` / `0x0000ff` / `0x00ff00` | Debug colors |
| `maxEntries` | `16` | RTree items per node |
| `useTree` | `true` | Use RTree for dynamic bodies |
| `customUpdate` | `false` | If true, call `world.update()` yourself |

Scene-level config overrides game-level config (merged).

## Events

All events are emitted on `this.physics.world`:

| Event | String | Condition | Callback Args |
|---|---|---|---|
| `COLLIDE` | `'collide'` | Two bodies collide and at least one has `onCollide = true` | `(gameObject1, gameObject2, body1, body2)` |
| `OVERLAP` | `'overlap'` | Two bodies overlap and at least one has `onOverlap = true` | `(gameObject1, gameObject2, body1, body2)` |
| `WORLD_BOUNDS` | `'worldbounds'` | Body hits world edge and has `onWorldBounds = true` | `(body, up, down, left, right)` |
| `TILE_COLLIDE` | `'tilecollide'` | Body collides with a tile | `(gameObject, tile, body)` |
| `TILE_OVERLAP` | `'tileoverlap'` | Body overlaps a tile | `(gameObject, tile, body)` |
| `WORLD_STEP` | `'worldstep'` | After each physics step | `(delta)` |
| `PAUSE` | `'pause'` | World paused | none |
| `RESUME` | `'resume'` | World resumed | none |

Events require opt-in per body: set `body.onCollide`, `body.onOverlap`, or `body.onWorldBounds` to `true`.

## API Quick Reference

### Scene Plugin (`this.physics`)

| Method | Description |
|---|---|
| `this.physics.add.sprite(x, y, key, frame)` | Create sprite with dynamic body |
| `this.physics.add.image(x, y, key, frame)` | Create image with dynamic body |
| `this.physics.add.staticSprite(x, y, key, frame)` | Sprite with static body |
| `this.physics.add.staticImage(x, y, key, frame)` | Image with static body |
| `this.physics.add.group(config)` | Dynamic physics group |
| `this.physics.add.staticGroup(config)` | Static physics group |
| `this.physics.add.existing(go, isStatic?)` | Add body to existing Game Object |
| `this.physics.add.body(x, y, w?, h?)` | Standalone dynamic Body (no GO) |
| `this.physics.add.staticBody(x, y, w?, h?)` | Standalone static Body (no GO) |
| `this.physics.add.collider(a, b, cb?, proc?, ctx?)` | Persistent collider |
| `this.physics.add.overlap(a, b, cb?, proc?, ctx?)` | Persistent overlap |
| `this.physics.collide(a, b, cb?, proc?, ctx?)` | One-shot collision check |
| `this.physics.overlap(a, b, cb?, proc?, ctx?)` | One-shot overlap check |
| `this.physics.nextCategory()` | Next collision category bitmask |
| `this.physics.pause()` / `resume()` | Pause/resume simulation |
| `this.physics.accelerateTo(go, x, y, spd?, maxX?, maxY?)` | Accelerate toward point |
| `this.physics.moveTo(go, x, y, spd?, maxTime?)` | Move toward point at speed |
| `this.physics.velocityFromAngle(angle, speed?, vec2?)` | Angle (deg) to velocity |
| `this.physics.velocityFromRotation(rot, speed?, vec2?)` | Rotation (rad) to velocity |
| `this.physics.closest(source, targets?)` | Find nearest body |
| `this.physics.furthest(source, targets?)` | Find farthest body |
| `this.physics.overlapRect(x, y, w, h, dyn?, static?)` | Query bodies in rectangle |
| `this.physics.overlapCirc(x, y, r, dyn?, static?)` | Query bodies in circle |

Also: `accelerateToObject`, `moveToObject`, `collideTiles`, `overlapTiles`, `enableUpdate`, `disableUpdate`.

### World (`this.physics.world`)

| Method | Description |
|---|---|
| `setBounds(x, y, w, h, left?, right?, up?, down?)` | Set boundary + edge checks |
| `setBoundsCollision(left?, right?, up?, down?)` | Set which edges collide |
| `setFPS(framerate)` | Change physics step rate |
| `enable(object, bodyType?)` | Enable physics on object/group/array |
| `disable(object)` | Disable physics on object/group/array |
| `add(body)` / `remove(body)` | Add/remove Body from simulation |
| `addCollider` / `addOverlap` | Create Collider (same args as factory) |
| `removeCollider(collider)` | Remove Collider |
| `pause()` / `resume()` | Pause/resume simulation |
| `createDebugGraphic()` | Create debug rendering graphic |

### Body Methods

| Method | Description |
|---|---|
| `setVelocity(x, y)` / `setVelocityX` / `setVelocityY` | Set velocity |
| `setAcceleration(x, y)` / `setAccelerationX` / `Y` | Set acceleration |
| `setMaxVelocity(x, y)` / `setMaxSpeed(speed)` | Velocity caps |
| `setBounce(x, y)` / `setDrag(x, y)` | Bounce and drag |
| `setDamping(bool)` | Enable damping mode |
| `setFriction(x, y)` / `setGravity(x, y)` | Friction and per-body gravity |
| `setMass(val)` / `setImmovable(bool)` / `setPushable(bool)` | Mass and collision behavior |
| `setSize(w, h, center?)` / `setOffset(x, y)` | Resize/offset body |
| `setCircle(radius, offX?, offY?)` | Switch to circular body |
| `setCollideWorldBounds(val, bX?, bY?)` | World bounds collision |
| `setBoundsRectangle(rect)` | Custom bounds rectangle |
| `setAllowGravity` / `setAllowDrag` / `setAllowRotation` | Toggle physics features |
| `setEnable(val)` | Enable/disable body |
| `setCollisionCategory` / `setCollidesWith` / `addCollidesWith` / `removeCollidesWith` | Category filtering |
| `resetCollisionCategory()` | Reset to default (all) |
| `reset(x, y)` / `stop()` | Reset position or zero velocity |

## Gotchas

1. **`debug: true` in production** -- Debug rendering is expensive. Always disable for release builds.

2. **Static body transform changes** -- After changing position, scale, or origin of a static body's Game Object, you must call `body.reset()` or `gameObject.refreshBody()`. Static bodies do not auto-sync.

3. **`collide` vs `overlap`** -- `collide` performs separation (pushes bodies apart). `overlap` only detects intersection without moving anything. Use `overlap` for triggers like pickups.

4. **Persistent Collider vs one-shot** -- `this.physics.add.collider()` creates a Collider checked every frame automatically. `this.physics.collide()` is a one-shot check that must be called each frame in `update()`. Prefer persistent Colliders.

5. **Events require opt-in** -- World events (`'collide'`, `'overlap'`, `'worldbounds'`) only fire if the relevant body property (`onCollide`, `onOverlap`, `onWorldBounds`) is set to `true`.

6. **Collision categories default** -- By default all bodies have category `0x0001` and mask `1` (PhysicsGroup defaults to mask `2147483647`). Call `this.physics.nextCategory()` to get new category values; max 32 categories total. After changing categories, use `resetCollisionCategory()` to set the mask to all bits.

7. **Group defaults only apply at creation** -- PhysicsGroup `defaults` (like `velocityX`, `bounceY`) are applied when a member is added/created. Changing `defaults` later does not retroactively update existing members.

8. **`customUpdate` config** -- Setting `customUpdate: true` in the arcade config stops the world from auto-updating on the Scene UPDATE event. You must call `this.physics.world.update(time, delta)` manually.

9. **`useDamping` drag values** -- When `useDamping` is `true`, drag values should be small (e.g., `0.05`) as they act as a multiplier. A value of `0.05` means the body keeps 5% of its velocity per second.

10. **Immovable vs pushable** -- `immovable = true` means the body is never moved by collisions at all. `pushable = false` means the body reflects velocity back to the colliding body but can still be separated.

11. **Overlap with TilemapLayer** -- When using `overlapOnly` with a TilemapLayer, every tile is checked regardless of collision settings on individual tiles.

12. **RTree threshold** -- The RTree spatial index (enabled by default) becomes expensive to rebuild with very large numbers of dynamic bodies. Consider setting `useTree: false` for 5000+ dynamic bodies.

## Source File Map

| File | Purpose |
|---|---|
| `src/physics/arcade/ArcadePhysics.js` | Scene plugin (`this.physics`) -- collide, overlap, moveTo, accelerateTo, nextCategory |
| `src/physics/arcade/World.js` | Physics world -- bodies, gravity, bounds, colliders, step loop, setBounds, addCollider |
| `src/physics/arcade/Body.js` | Dynamic body -- velocity, acceleration, bounce, drag, gravity, mass, immovable, pushable |
| `src/physics/arcade/StaticBody.js` | Static body -- immovable, no velocity, optimized RTree lookup |
| `src/physics/arcade/Factory.js` | `this.physics.add` -- sprite, image, group, staticGroup, body, existing, collider, overlap |
| `src/physics/arcade/Collider.js` | Collider object -- persistent collision/overlap check with callbacks |
| `src/physics/arcade/PhysicsGroup.js` | Dynamic physics group with per-member defaults |
| `src/physics/arcade/StaticPhysicsGroup.js` | Static physics group with auto-refresh |
| `src/physics/arcade/components/index.js` | Body component mixins -- Acceleration, Angular, Bounce, Collision, Debug, Drag, Enable, Friction, Gravity, Immovable, Mass, Pushable, Size, Velocity |
| `src/physics/arcade/components/Collision.js` | Collision category/mask methods -- setCollisionCategory, setCollidesWith, addCollidesWith, removeCollidesWith |
| `src/physics/arcade/events/` | Event constants -- COLLIDE, OVERLAP, WORLD_BOUNDS, TILE_COLLIDE, TILE_OVERLAP, WORLD_STEP, PAUSE, RESUME |
| `src/physics/arcade/typedefs/ArcadeWorldConfig.js` | TypeDef for arcade physics config options |

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