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feather-engine.vercel.app

feather-engine.vercel.app

live Unverified (seed import) Developer Tools 16 tools imperative implementation

Feather Engine

First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com

Answer 2 · Act 14 · Transact 0 · Score: Not yet scored

Tool inspector

set_physics

act imperative

Enable/configure object physics. Use fixed solids for walls/floors, dynamic for movable bodies, and fixed triggers for pickups/volumes.

Input schema

PropertyTypeRequiredDescription
id string yes —
enabled boolean no —
bodyType string no —
collider string no —
materialPreset string no Physical surface preset: default, rubber, slime, ice, metal, stone, wood, or mud. Applies friction/bounce/damping.
isTrigger boolean no —
collisionLayer integer no —
collisionMask integer no —
mass number no —
gravityScale number no —
friction number no —
restitution number no Bounciness: 0 = no bounce, 1 = very elastic.
linearDamping number no —
angularDamping number no —
lockedTranslation array no AXIS LOCK [x,y,z]: freeze this DYNAMIC body's position on those world axes. [false,false,true] pins a 2.5D side-scroller prop to the play plane.
lockedRotation array no AXIS LOCK [x,y,z]: freeze this DYNAMIC body's rotation about those world axes. [true,false,true] keeps a crate/barrel/character upright while it can still turn.
windInfluence number no How strongly global scene wind pushes this DYNAMIC body (0 = ignores wind). Set the wind itself via set_environment.
knockOverThreshold number no BREAKAWAY PROP (GTA streetlight): on a FIXED body, an impact faster than this speed (u/s) converts it to a dynamic body that tumbles with the hit — lamp posts, signs, fences, bollards. 0/omit = solid.
ccd boolean no Continuous Collision Detection: stops a fast DYNAMIC body tunnelling through thin walls/floors at high speed. Small cost — enable for bullets, fast vehicles, fast-falling props. Projectiles always have it.
extraColliders array no COMPOUND COLLIDER: extra shapes welded to this body (a hammer = box head + capsule handle; an L-shaped counter = two boxes). They move rigidly with the body and share its material/trigger/layer settings. Pass the FULL list (replaces). Verify with F10 during Play.
Raw JSON schema
{
  "$schema": "https://json-schema.org/draft/2020-12/schema",
  "type": "object",
  "properties": {
    "id": {
      "type": "string"
    },
    "enabled": {
      "type": "boolean"
    },
    "bodyType": {
      "type": "string",
      "enum": [
        "dynamic",
        "fixed",
        "kinematic"
      ]
    },
    "collider": {
      "type": "string",
      "enum": [
        "box",
        "sphere",
        "capsule",
        "mesh",
        "convex"
      ]
    },
    "materialPreset": {
      "description": "Physical surface preset: default, rubber, slime, ice, metal, stone, wood, or mud. Applies friction/bounce/damping.",
      "type": "string",
      "enum": [
        "default",
        "rubber",
        "slime",
        "ice",
        "metal",
        "stone",
        "wood",
        "mud"
      ]
    },
    "isTrigger": {
      "type": "boolean"
    },
    "collisionLayer": {
      "type": "integer",
      "minimum": 0,
      "maximum": 15
    },
    "collisionMask": {
      "type": "integer",
      "minimum": 0,
      "maximum": 65535
    },
    "mass": {
      "type": "number"
    },
    "gravityScale": {
      "type": "number"
    },
    "friction": {
      "type": "number"
    },
    "restitution": {
      "description": "Bounciness: 0 = no bounce, 1 = very elastic.",
      "type": "number",
      "minimum": 0,
      "maximum": 1
    },
    "linearDamping": {
      "type": "number"
    },
    "angularDamping": {
      "type": "number"
    },
    "lockedTranslation": {
      "description": "AXIS LOCK [x,y,z]: freeze this DYNAMIC body's position on those world axes. [false,false,true] pins a 2.5D side-scroller prop to the play plane.",
      "type": "array",
      "prefixItems": [
        {
          "type": "boolean"
        },
        {
          "type": "boolean"
        },
        {
          "type": "boolean"
        }
      ]
    },
    "lockedRotation": {
      "description": "AXIS LOCK [x,y,z]: freeze this DYNAMIC body's rotation about those world axes. [true,false,true] keeps a crate/barrel/character upright while it can still turn.",
      "type": "array",
      "prefixItems": [
        {
          "type": "boolean"
        },
        {
          "type": "boolean"
        },
        {
          "type": "boolean"
        }
      ]
    },
    "windInfluence": {
      "description": "How strongly global scene wind pushes this DYNAMIC body (0 = ignores wind). Set the wind itself via set_environment.",
      "type": "number",
      "minimum": 0
    },
    "knockOverThreshold": {
      "description": "BREAKAWAY PROP (GTA streetlight): on a FIXED body, an impact faster than this speed (u/s) converts it to a dynamic body that tumbles with the hit — lamp posts, signs, fences, bollards. 0/omit = solid.",
      "type": "number",
      "minimum": 0
    },
    "ccd": {
      "description": "Continuous Collision Detection: stops a fast DYNAMIC body tunnelling through thin walls/floors at high speed. Small cost — enable for bullets, fast vehicles, fast-falling props. Projectiles always have it.",
      "type": "boolean"
    },
    "extraColliders": {
      "description": "COMPOUND COLLIDER: extra shapes welded to this body (a hammer = box head + capsule handle; an L-shaped counter = two boxes). They move rigidly with the body and share its material/trigger/layer settings. Pass the FULL list (replaces). Verify with F10 during Play.",
      "type": "array",
      "items": {
        "type": "object",
        "properties": {
          "shape": {
            "type": "string",
            "enum": [
              "box",
              "sphere",
              "capsule"
            ]
          },
          "offset": {
            "type": "array",
            "prefixItems": [
              {
                "type": "number"
              },
              {
                "type": "number"
              },
              {
                "type": "number"
              }
            ],
            "description": "Local offset from the body origin."
          },
          "size": {
            "type": "array",
            "prefixItems": [
              {
                "type": "number"
              },
              {
                "type": "number"
              },
              {
                "type": "number"
              }
            ],
            "description": "box: half-extents [hx,hy,hz] · sphere: [radius,0,0] · capsule: [radius, halfHeight, 0]."
          }
        },
        "required": [
          "shape",
          "offset",
          "size"
        ]
      }
    }
  },
  "required": [
    "id"
  ]
}

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