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
| Property | Type | Required | Description |
|---|---|---|---|
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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