The fastest way to create collision shapes
Create your collision shapes in 5 simple steps:
Adapts to your needs.
Configure PhysicsEditor's UI and output formats to mach your needs.
Your workflow
Many engines supported out of the box
- PhysicsEditor is pre-configured with a variety of game and physics engines such as Box2d, Nape, P2 and others.
Need additional parameters?
- Add custom parameters to global settings, physics bodies or fixtures. Supported are: Numbers, strings, booleans and bit fields.
Create your own data format
- XML? JSON? Source code? No Problem: Use the built-in template engine to create your own output formats.
Don't know how to get started?
Check out our tutorials section for help!
Cocos2d-x
How to use physics with cocos2d-x
Phaser
How to create physics shapes for Phaser 3 and Matter JS
libGDX
LibGDX Beginner Tutorial: Sprite Sheets & Physics with Box2d
More tutorials are available in our tutorials section.
Collision & Physics Parameters
Physics parameters
These parameters define how an object behaves in the physics engine