What problem does it solve? Adding realistic physics to a Three.js scene is error-prone: developers commonly forget world.step(), misuse Vec3/Vector3 conversions between engines, pick the wrong physics engine for their scale, or use trimesh colliders on dynamic bodies. This Skill provides correct, production-tested patterns for integrating cannon-es and Rapier with Three.js. ## Core Features & Use Cases - Engine Selection Guidance: Decision tree comparing cannon-es vs Rapier across scene size, determinism, CCD, bundle size, and React Three Fiber integration. - Complete API Coverage: World setup, body types, collider shapes, materials, constraints, raycasting, collision events, and debug rendering for both engines. - Anti-Pattern Prevention: Documents 10 common mistakes (missing world.step(), wrong half-extents, variable timesteps, WASM memory leaks) with wrong/correct code pairs. - Use Case: You are building a 3D product configurator where objects must fall, collide, and stack realistically. Use this Skill to set up a Rapier world with CCD-enabled dynamic bodies, sync them to Three.js meshes, and avoid tunneling through thin geometry. ## Quick Start Add physics to my Three.js scene with falling boxes that collide with a ground plane using Rapier.