What problem does it solve? Setting up physics in Phaser 4 games involves many interacting pieces—world configuration, dynamic and static bodies, colliders, and collision filtering—and mistakes like unsynced static bodies or misused collide versus overlap calls cause subtle bugs. This Skill provides the correct APIs, patterns, and gotchas for the Arcade Physics system. ## 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. - Collision Handling: Register persistent colliders and overlaps with callbacks, use one-shot checks, and filter interactions with collision categories and masks. - World Management: Configure world bounds, gravity, fixed timestep, time scale, debug rendering, and physics events like collide, overlap, and worldbounds. - Use Case: When building a platformer in Phaser 4, use this Skill to correctly set up a player sprite with world bounds collision, static platform groups, coin pickup overlaps, and enemy collision categories. ## Quick Start Ask the AI to set up Arcade Physics in a Phaser 4 scene with a player sprite, static platforms, and a collider between them.