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decentralanddecentraland/sdk-skills/player-physics/SKILL.md

player-physics

Skill4 starsChanged 10 days agoApache-2.0View on GitHub

Push, launch or lift the player with the Physics API: impulses, knockback, continuous and timed forces, repulsion fields (launch pads, wind zones, hover, hit knockback). Also load it when tempted to write Transform on engine.PlayerEntity to move the player. For run speed or jump height see player-avatar; for moving platforms see animations-tweens.

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    If you do use CL_PLAYER | CL_MAIN_PLAYER, guard with result.trigger?.entity === engine.PlayerEntity — result.trigger?.entity is the entity …

    line 55

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SKILL.md

Player Physics in Decentraland

Apply forces to the player's avatar using the Physics API from @dcl/sdk/ecs. All physics operations affect the local player only.

The Transform mistake

Writes to Transform on engine.PlayerEntity compile, run and do nothing: the player Transform is engine-controlled and read-only. Push, lift or knock back with Physics; teleport or slide to a point with movePlayerTo. Full intent table: player-avatar → CRITICAL: The player Transform is READ-ONLY.

Transform.getMutable(engine.PlayerEntity).position.y += 0.1   // WRONG: ignored
Physics.applyImpulseToPlayer(Vector3.create(0, 50, 0))        // CORRECT: one-shot launch
Physics.applyForceToPlayer(lifter, Vector3.create(0, 1, 0), 12) // CORRECT: sustained lift; stop with removeForceFromPlayer(lifter)

API

MethodTypeNotes
Physics.applyImpulseToPlayer(dir, mag?)One-shotLaunch pads, jumps, explosions. dir is normalized when mag is passed. Several calls in one frame accumulate.
Physics.applyKnockbackToPlayer(sourcePos, mag, radius?, falloff?)One-shotPushes away from sourcePos; at the exact source, straight up. A negative mag pulls toward the point.
Physics.applyForceToPlayer(entity, dir, mag?)ContinuousThe entity is the force's owner. Forces from different entities stack. Wind tunnels, conveyors, gravity fields (pair with trigger zones).
Physics.removeForceFromPlayer(entity)ControlStops that entity's continuous or repulsion force.
Physics.applyForceToPlayerForDuration(entity, secs, dir, mag?)TimedExpires automatically.
Physics.applyRepulsionForceToPlayer(entity, pos, mag, radius?, falloff?)ContinuousPush away from pos, recalculated each frame as the player moves; a negative mag attracts. Pass pos explicitly: it is not read from the entity's Transform.
Transform.localToWorldDirection(entity, dir)UtilityLocal direction to world space, e.g. "forward from this cannon".

Knockback and repulsion falloff (KnockbackFalloff):

FalloffBehavior
KnockbackFalloff.CONSTANTSame magnitude at any distance within radius (default)
KnockbackFalloff.LINEARSmooth linear decrease to 0 at the radius edge; prefer it for most area effects
KnockbackFalloff.INVERSE_SQUARESharp, physically-realistic drop-off

Full code (launch pad, wind tunnel, repulsion field, coordinate conversion): {baseDir}/references/physics-patterns.md.

Trigger-zone collider layers — which player fires the trigger

Physics.* always affects the local player. When you drive forces from a TriggerArea, the collider mask decides which avatars fire the callback (verified in test scene 5,5-collider-layers):

MaskFires for
ColliderLayer.CL_MAIN_PLAYERthe local player only
ColliderLayer.CL_PLAYERremote avatars only (NOT the local player)
CL_PLAYER | CL_MAIN_PLAYERboth local and remote
ColliderLayer.CL_PHYSICSnever fires for any avatar (targets scene mesh/walls, not characters)

Prefer CL_MAIN_PLAYER for player-physics trigger zones. Because the callback then only fires for the local player, you do not need a remote-vs-local guard, and the force is applied to the one avatar it can affect. A launch pad using CL_PLAYER alone will NOT fire for the local player (only for remote avatars), so it never launches the person standing on it — a common bug.

If you do use CL_PLAYER | CL_MAIN_PLAYER, guard with result.trigger?.entity === engine.PlayerEntity — result.trigger?.entity is the entity that entered. Note: result.triggeredEntity is the trigger area's OWN entity, not the entrant, so comparing it to PlayerEntity never distinguishes who entered.

Forces while gliding

While the player is gliding (glider open), forces behave differently:

  • Continuous forces (applyForceToPlayer, applyForceToPlayerForDuration, applyRepulsionForceToPlayer) are 1.5× stronger — the open glider catches the airflow, so wind zones/currents feel more responsive.
  • The upward component of a continuous force can lift a gliding player. glidingFallingSpeed (in AvatarLocomotionSettings) only caps descent speed; it does not cancel upward motion, so an angled or vertical current pushes the player along the full force direction. Enables thermal updrafts / wind corridors.
  • One-shot impulses (applyImpulseToPlayer, applyKnockbackToPlayer) are NOT affected by gliding — identical whether the glider is open or closed.

Mobile does not move exactly like desktop

Mobile app 1.15.0 aligned capsule size, step height, jump arc, gravity, run speed and air control with desktop in a first pass; older mobile apps differ more. Physics-relevant rules on mobile: give every collider at least 1 cm of thickness (thinner ones collide only from above); never fence a play area or kill boundary with an invisible collider alone (invisible blockers may not block), back it with a TriggerArea + movePlayerTo or visible geometry; leave a margin on step and ledge heights and on landing zones after an impulse or knockback, and verify precision platforming on a device. Full list of movement and collision differences (including TweenSequence moving platforms, which do not move on mobile): {baseDir}/../sdk-scenes/references/mobile-parity.md.

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