What problem does it solve? Adding realistic 3D physics to an ignifx game requires wiring up a simulation engine, synchronizing body poses with the render scene, and handling fixed-timestep stepping. This Skill provides the complete @ignifx/physics workflow so bodies, colliders, triggers, and character movement work correctly with the engine's fixed loop and interpolation. ## Core Features & Use Cases - Rigid Bodies & Colliders: Create dynamic, kinematic, or static Rigidbody components with box, sphere, capsule, cylinder, mesh, and heightfield colliders, plus physics materials and collision layers. - Character Controller & Queries: Move characters with a kinematic capsule controller and run raycasts, shape casts, and overlap queries against the Havok world. - Triggers & Events: React to trigger enter/exit and collision events from scripts, with a collision layer matrix configured in ignifx.config.ts. - Use Case: Build a 3D platformer where a character controller walks on heightfield terrain, pushes dynamic crates, and triggers a pickup zone when entering a trigger volume. ## Quick Start Ask the AI to add a falling crate with a BoxCollider and Rigidbody above a static floor using @ignifx/physics in your ignifx project.