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Physics forces

Apply forces, impulses and velocity changes to simulated bodies.

Feature status and language/platform compatibility

Choose an API to see its signature, parameters, examples and behavior.

APIs

Module guide

Setup and language support

These engine-owned services work in Lua 5.4, Luau, JavaScript, Python, C, C++, C#, Java, PHP, and HTML inline JavaScript. Follow Use gameplay actions to create and attach a script, install external toolchains, and choose the correct language binding. PHP and HTML scripts belong under ui/; CSS alone runs no gameplay code.

The Calls section uses JavaScript signatures. The function examples below include native syntax for all ten script types, including SDK-specific alternatives and limitations. Attach a JavaScript Object Component script to the specified target and press Play. Globals are supplied by the engine. Schedule actions from Start or a callback, rather than at script top level. Native languages use typed options and their own builder conventions; see the guide's language bindings.

Parameters

Centers and vectors are finite three-component world vectors. Ignore is an optional array of entity IDs in JavaScript. Force delta defaults to fixed_delta_time in JavaScript.

Return and timing

Forces mutate physics state synchronously, rather than returning action handles.

Behavior and limitations

  • Attach to an unanchored collidable Part above an anchored collidable floor. Launch replaces the Part velocity with an upward velocity.

  • The current simulator uses unit mass. Impulse/knockback adds velocity; launch sets it; force integrates over its interval. Clock scaling affects physics.

  • Direct force, impulse or launch on an anchored or nonphysical object fails. Explosion uses linear radial falloff and skips anchored bodies.

  • See Basic physics for collider setup, gravity and collision limits.

  • Check script attachment, enabled state and the Console when an operation fails.