What problem does it solve? Setting up 2D physics in Phaser 4 involves many interacting pieces—world configuration, dynamic and static bodies, colliders, groups, and collision filtering—and getting any of them wrong leads to subtle bugs like static bodies not syncing or events never firing. This Skill provides a complete, accurate reference for the Arcade Physics system so you can implement movement, gravity, and collisions correctly the first time. ## Core Features & Use Cases - Physics Setup & Bodies: Enable Arcade Physics in GameConfig, create dynamic and static sprites/images/groups, and configure velocity, acceleration, drag, bounce, and per-body gravity. - Collision Handling: Register persistent colliders and overlaps with callbacks and process filters, manage world bounds, and use bitmask collision categories to control which bodies interact. - Use Case: Building a platformer where the player runs and jumps on static platforms, collects coins via overlap triggers, and enemy bullets only collide with the player—using collision categories to filter interactions cleanly. ## Quick Start Ask the AI to set up Arcade Physics in a Phaser 4 scene with a player sprite that collides with static platforms and responds to keyboard input.