What problem does it solve? Setting up and debugging Arcade Physics in Phaser 4 involves many interacting pieces — world configuration, body properties, colliders, groups, and collision filtering — and small mistakes (like forgetting to refresh a static body or opt into events) cause silent failures. This Skill provides the correct APIs, patterns, and gotchas so physics behavior works 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, gravity, drag, bounce, and mass. - Collision Handling: Register persistent colliders and overlaps with callbacks, use one-shot collision checks, and filter interactions with collision categories and masks. - World & Events: Configure world bounds, gravity, fixed timestep, timeScale, and subscribe to collide, overlap, and worldbounds events. - Use Case: You are building a platformer in Phaser 4 and need a player that runs, jumps, collides with static platforms, and collects coins via overlap triggers — this Skill gives you the exact code patterns and warns you about pitfalls like static body refresh and event opt-in flags. ## Quick Start Use the physics-arcade skill to set up a Phaser 4 scene where a player sprite collides with static platforms and overlaps collectible coins.