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# Physics forces

Apply forces, impulses and velocity changes to simulated bodies.

[Feature status and language/platform compatibility](https://rustic-game-engine.pages.dev/markdown/reference/compatibility.md)

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

## APIs

- [Physics.force()](https://rustic-game-engine.pages.dev/markdown/api/physics-actions/forces/force.md)
- [Physics.impulse()](https://rustic-game-engine.pages.dev/markdown/api/physics-actions/forces/impulse.md)
- [Physics.knockback()](https://rustic-game-engine.pages.dev/markdown/api/physics-actions/forces/knockback.md)
- [Physics.launch()](https://rustic-game-engine.pages.dev/markdown/api/physics-actions/forces/launch.md)
- [Physics.explosion()](https://rustic-game-engine.pages.dev/markdown/api/physics-actions/forces/explosion.md)

## 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](https://rustic-game-engine.pages.dev/markdown/guides/gameplay-actions.md) 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](https://rustic-game-engine.pages.dev/markdown/guides/physics.md) for collider setup, gravity and collision limits.
- Check script attachment, enabled state and the Console when an operation fails.
