player-physics

Apply impulses, knockback, and continuous forces to the player in Decentraland scenes.

1|Updated Apr 4, 2026
One-click install
npx skills add https://github.com/stom66/dcl-bowling --skill player-physics-stom66
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: player-physics
Source: https://github.com/stom66/dcl-bowling/tree/main/agent/skills/player-physics
Command: npx skills add https://github.com/stom66/dcl-bowling --skill player-physics-stom66

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires @dcl/sdk, and includes references (resource) components.

What problem does it solve? In Decentraland SDK7 scenes, the player's Transform is engine-controlled and read-only, so mutating it to push, lift, or launch the avatar silently does nothing. This Skill provides the correct Physics API patterns for moving the player with forces instead of broken Transform writes. ## Core Features & Use Cases - One-shot impulses and knockback: Launch pads, explosions, and hit reactions using Physics.applyImpulseToPlayer and Physics.applyKnockbackToPlayer with configurable falloff modes. - Continuous, timed, and repulsion forces: Wind tunnels, gravity fields, conveyor belts, and anti-gravity zones using entity-owned forces that stack and can be removed. - Trigger zone integration: Correct ColliderLayer mask selection (CL_MAIN_PLAYER vs CL_PLAYER) so forces fire for the local player, plus gliding behavior where continuous forces are 1.5x stronger. - Use Case: Build a launch pad that throws the local player 50 units upward when they step on it, or a wind corridor that lifts a gliding player along a thermal updraft. ## Quick Start Add a launch pad to my Decentraland scene that applies an upward impulse to the local player when they walk onto it.

Frequently Asked Questions about player-physics

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I push or launch the player in a Decentraland scene?▼

Use Physics.applyImpulseToPlayer from @dcl/sdk/ecs with a direction vector and optional magnitude for one-shot launches. For sustained pushes, use Physics.applyForceToPlayer with an owner entity and remove it later with Physics.removeForceFromPlayer.

Why does changing the player Transform position do nothing in Decentraland?▼

The player Transform on engine.PlayerEntity is engine-controlled and read-only from scene code, so mutations are silently ignored every frame. Use the Physics API for forces or movePlayerTo from RestrictedActions for teleports.

How do I apply knockback away from a point in Decentraland?▼

Call Physics.applyKnockbackToPlayer with the source position, magnitude, optional radius, and a KnockbackFalloff mode (CONSTANT, LINEAR, or INVERSE_SQUARE). Direction is computed automatically from the source to the player, and negative magnitude pulls inward.

Which ColliderLayer should a trigger zone use for player physics?▼

Use ColliderLayer.CL_MAIN_PLAYER so the trigger fires only for the local player, which is the only avatar Physics can affect. CL_PLAYER fires only for remote avatars, so a launch pad using it alone never launches the person standing on it.

Do physics forces behave differently while the player is gliding?▼

Yes, continuous forces are 1.5x stronger while gliding and their upward component can lift the player, enabling thermal updrafts. One-shot impulses and knockback are unaffected by gliding.

When should I use movePlayerTo instead of Physics forces?▼

Use movePlayerTo from ~system/RestrictedActions for instant teleports or smooth slides to a specific position. Use the Physics API when you need sustained forces, knockback with falloff, or physical pushes rather than direct repositioning.