What problem does it solve? Setting up 2D physics in Phaser 4 games involves many interacting pieces—world configuration, dynamic and static bodies, colliders, and collision filtering—and getting any of them wrong leads to subtle bugs like static platforms that stop colliding after a scale change or events that never fire. ## Core Features & Use Cases - Physics Setup and Bodies: Enable Arcade Physics in GameConfig, create dynamic sprites and static groups, and configure velocity, acceleration, gravity, drag, and bounce per body. - Collision Handling: Register persistent colliders and overlaps with callbacks, use one-shot collision checks, and filter interactions with collision categories and masks. - Use Case: Build a platformer where the player collides with static platforms, overlaps coins to collect them, bounces off world bounds, and only collides with specific enemy categories using bitmask filtering. ## Quick Start Set up Arcade Physics in my Phaser 4 game with a player sprite that collides with static platforms and collects coins via overlap detection.