player-physics

Applies impulses, knockback, and continuous forces to the player in Decentraland SDK7 scenes.

Updated Sep 11, 2026
One-click install
npx skills add https://github.com/ansonj-dev/neon-reverse --skill player-physics-ansonj-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: player-physics
Source: https://github.com/ansonj-dev/neon-reverse/tree/main/agent/skills/player-physics
Command: npx skills add https://github.com/ansonj-dev/neon-reverse --skill player-physics-ansonj-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires @dcl/sdk, and includes references (resource) components.

What problem does it solve? In Decentraland SDK7, the player's Transform is engine-controlled and read-only, so mutating it to push, lift, or launch the avatar silently does nothing. This Skill provides the correct Physics API patterns for moving the player with forces instead of broken Transform writes. ## Core Features & Use Cases - Impulses and Knockback: Apply one-shot pushes for launch pads, explosions, and hit reactions, with configurable radius and falloff modes (constant, linear, inverse square). - Continuous and Timed Forces: Build wind tunnels, conveyor belts, gravity fields, and hover zones using entity-owned forces that stack and can be removed or set to expire. - Repulsion Fields and Gliding Interactions: Create distance-based push-away fields and leverage the 1.5x force multiplier and upward lift that apply while the player is gliding. - Use Case: A creator wants a launch pad that flings visitors upward when stepped on. The Skill shows how to combine a TriggerArea with the CL_MAIN_PLAYER collider layer and Physics.applyImpulseToPlayer so the local player actually launches. ## Quick Start Add a launch pad to my Decentraland scene that pushes the player upward when they step on it using the Physics API.

Frequently Asked Questions about player-physics

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I push or launch the player in a Decentraland SDK7 scene?

Use Physics.applyImpulseToPlayer from @dcl/sdk/ecs with a direction vector and optional magnitude for one-shot launches. For sustained pushes, use Physics.applyForceToPlayer with an owner entity, and remove it later with Physics.removeForceFromPlayer.

Why does changing the player Transform position do nothing in Decentraland?

The player Transform on engine.PlayerEntity is engine-controlled and read-only from scene code, so mutations are silently ignored every frame. To move the player with forces, use the Physics API; for teleports, use movePlayerTo from RestrictedActions.

Which collider layer should a trigger zone use for player physics effects?

Use ColliderLayer.CL_MAIN_PLAYER so the trigger fires only for the local player, which is the only avatar Physics can affect. CL_PLAYER fires only for remote avatars, so a launch pad using it alone never launches the person standing on it.

How do I make a knockback effect that pushes the player away from an explosion?

Call Physics.applyKnockbackToPlayer with the source position, magnitude, optional radius, and a KnockbackFalloff mode. LINEAR falloff fades the push to zero at the radius edge, while a negative magnitude pulls the player toward the point.

Do physics forces behave differently while the player is gliding?

Yes. Continuous forces are 1.5 times stronger while gliding, and their upward component can lift the player since glidingFallingSpeed only caps descent. One-shot impulses and knockback are unaffected by gliding.

When should I use movePlayerTo instead of the Physics API?

Use movePlayerTo from ~system/RestrictedActions for instant teleports or smooth slides to a specific position. Use the Physics API when you need sustained forces, knockback with falloff, wind zones, or launch-style impulses.