Physics Blocks
Why Physics Blocks Matter
The Physics families let graphs respond to simulation events and directly change body state.
These blocks are most useful when the preview scene has Physics V2 enabled and physics bodies are already attached to relevant meshes.
Physics Events
PhysicsCollisionEvent
Use PhysicsCollisionEvent when graph logic should react to collisions.
This block can expose collision-related data such as the other body, contact information, impulse, and penetration details.
Physics Actions
ApplyForce
Use ApplyForce for sustained force-like effects, especially when driven repeatedly over time.
ApplyImpulse
Use ApplyImpulse for instant velocity changes.
SetLinearVelocity
Use SetLinearVelocity when you want direct control over movement speed and direction.
SetAngularVelocity
Use SetAngularVelocity when you want direct rotational motion control.
SetPhysicsMotionType
Use SetPhysicsMotionType when the body's motion mode itself should change.
Physics Data
GetLinearVelocity
Reads the current linear velocity.
GetAngularVelocity
Reads the current angular velocity.
GetPhysicsMassProperties
Reads mass, center of mass, and inertia information.
Practical Notes
- Physics blocks depend on a physics-enabled scene.
- They are best tested against a preview scene that already contains physics bodies.
- When debugging these graphs, combine runtime stepping with visible scene motion so you can distinguish graph issues from simulation issues.
Further reading
Block Reference
First-pass reference for the current blocks available in the Babylon.js Flow Graph Editor.

Supported Block Families
Overview of the current block families available in the Babylon.js Flow Graph Editor.

Authoring, Validation, and Debugging
Learn how to run, inspect, validate, and organize graphs in the Babylon.js Flow Graph Editor.
