What problem does it solve? Setting up full rigid-body physics in Phaser 4 requires knowing the Matter.js API surface: bodies, constraints, composites, sensors, collision filtering, and world configuration. This Skill provides the complete reference and working patterns so you can build physics-driven gameplay without digging through source files. ## Core Features & Use Cases - Body and Game Object Creation: Create Matter sprites, images, and bodies (rectangles, circles, polygons, vertex shapes, PhysicsEditor data) with full configuration options. - Constraints and Composites: Build joints, springs, chains, stacks, soft bodies, cars, and Newton's cradles, plus pointer-based mouse dragging. - Collision Control: Use collision categories, groups, sensors, per-body callbacks, and world collision events to manage interactions. - Use Case: Build a platformer where the player is a Matter sprite with custom friction and bounce, the tilemap layer is converted to static physics bodies, and a sensor zone triggers a level exit when the player overlaps it. ## Quick Start Use the physics-matter skill to set up a Phaser 4 scene with Matter physics, a controllable player sprite, and static ground bodies.