npx skills add smithery/enzed --skill r3f-physics
enzed/r3f-skills
r3f-physics
Add Rapier rigid bodies, colliders, forces, sensors, and joints to React Three Fiber. Use for collision-driven movement and simulation; use animation guidance for purely visual motion.
Installation
npx skills add enzed/r3f-skills --skill r3f-physics
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More details
Agent compatibility
Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.
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main
Package contents
Files included with this skill beyond the listing page.
-
skill md
SKILL.md5,776 B -
docs
SUMMARY.md3,823 B
History
- First seen on skills.sh
- SKILL.md last updated on GitHub
- First recorded snapshot · 1,300 installs
SKILL.md
React Three Fiber physics
Check installed Fiber, React, and Rapier versions. Rapier 2 targets Fiber 9 / React 19; older projects need their compatible package line. Keep rendering and simulation ownership separate.
Falling and clickable body
Mount beneath Canvas with lighting. Physics loads WASM asynchronously; include Suspense. Cuboid collider arguments are half-extents, unlike BoxGeometry's full dimensions.
import { Suspense, useRef } from 'react'
import { CuboidCollider, Physics, RigidBody, type RapierRigidBody } from '@react-three/rapier'
function FallingBox() {
const body = useRef<RapierRigidBody>(null)
return (
<RigidBody ref={body} position={[0, 2, 0]} colliders="cuboid" restitution={0.2}>
<mesh name="physics-box" onClick={() => body.current?.applyImpulse({ x: 0, y: 3, z: 0 }, true)}>
<boxGeometry />
<meshStandardMaterial color="coral" />
</mesh>
</RigidBody>
)
}
export default function Example() {
return (
<Suspense fallback={null}>
<Physics timeStep={1 / 60}>
<FallingBox />
<RigidBody type="fixed" colliders={false}>
<CuboidCollider args={[4, 0.25, 4]} position={[0, -0.25, 0]} />
<mesh position={[0, -0.25, 0]}>
<boxGeometry args={[8, 0.5, 8]} />
<meshStandardMaterial color="slategray" />
</mesh>
</RigidBody>
</Physics>
</Suspense>
)
}
Bodies and colliders
- Dynamic bodies respond to forces. Fixed bodies represent static surfaces. Position-kinematic bodies use
setNextKinematicTranslation/Rotation; velocity-kinematic bodies use linear/angular velocity setters. - Set initial transforms on RigidBody. Do not animate a simulated mesh's position in
useFrame; the physics world remains authoritative and interpolation can overwrite it. - Prefer simple colliders or compound convex shapes. Use trimesh mainly for static concave environments; a hull closes holes and cannot preserve arbitrary concavity.
- Set
colliders={false}when supplying complete manual colliders, otherwise automatic colliders may be added as well. Collider sizes/transforms must match world scale; use debug rendering to inspect them. - Choose collider density/mass consistently and avoid accidental duplicate mass from overlapping auto/manual colliders.
- For many repeated bodies, InstancedRigidBodies reduces rendering overhead, not the cost of simulating each body. Keep instance keys/transforms stable.
Forces and simulation time
- An impulse is a one-time momentum change. A force persists until reset; repeated
addForcecalls accumulate. Do not add the same continuous force every render frame without an explicit force-management strategy. - Use
useBeforePhysicsStepfor input/forces that must align with simulation ticks. If a controller owns all user forces on a body, it can reset and reapply them per tick; coordinate with other force sources before resetting. - Kinematic targets should advance on physics steps. Teleporting with
setTranslationis different from kinematic movement and can bypass expected collision response. - Prefer a fixed timestep for stable behavior.
timeStep="vary"trades predictability for variable stepping; multiplying values by render delta does not make the physics deterministic. - For demand rendering, use
Physics updateLoop="independent"so active bodies can request renders. A sleeping world should not force unnecessary rendering. - Let bodies sleep; explicitly wake them when applying actions that need it. Enable CCD for fast/small bodies when tunneling warrants its cost.
Events, sensors, and joints
- Sensors report intersection enter/exit without contact response. Use sensor intersection events rather than expecting ordinary collision events.
- Collision groups require compatible membership/filter masks on both colliders. Use
interactionGroupsinstead of hand-building masks unless the format is needed. - Collision payloads may lack a rigidBodyObject for standalone colliders. Inspect the other collider/body safely; do not assume every hit is a named mesh.
- Follow the installed Rapier callback restrictions. In contact-filter hooks, cache body state before the step rather than querying it during Rust's borrowed simulation state.
- Joints connect body refs using local anchors and axes, not world coordinates. Check the hook's exact tuple shape for fixed, revolute, spherical, spring, or rope constraints.
- Read [controlled motion and joints](references/controllers.md) for a step-aligned kinematic platform and correctly aligned hinge.
- A collision-aware character controller is separate from moving a mesh or setting a dynamic body's position. Use the installed Rapier character-controller API and test stairs/slopes/grounding.
- Restoring a world snapshot requires matching body creation/handle relationships; it is not a generic way to swap arbitrary scenes beneath existing React refs.
Verify
Check resting contact, collider alignment, impulses, sleeping/waking, and different render frame rates. Test sensor enter/exit, fast-body tunneling, and Strict Mode remounts for the paths used.