# Physics and Collisions

**URL:** https://forum.castle-engine.io/c/physics-and-collisions/20.md

[Latest](https://forum.castle-engine.io/latest.md) · [Categories](https://forum.castle-engine.io/categories.md)

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## [About the Physics and Collisions category](https://forum.castle-engine.io/t/about-the-physics-and-collisions-category/617)

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**Author:** [@michalis](https://forum.castle-engine.io/u/michalis)\
**Replies:** 0

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Using physics and, more generally, collision detection.

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## [Physics dont work sometimes (bullets can fly through wall)](https://forum.castle-engine.io/t/physics-dont-work-sometimes-bullets-can-fly-through-wall/1168)

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**Author:** [@tudarcat](https://forum.castle-engine.io/u/tudarcat)\
**Replies:** 6\
**Last updated:** [September 20, 2026, 2:55pm UTC](https://forum.castle-engine.io/t/physics-dont-work-sometimes-bullets-can-fly-through-wall/1168 "2026-09-20T14:55:08Z")

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I’m testing physical collisions. However I was surprised to find that the physics collision in the 'examples\\physics\\physics\_3d\_shooter ’ bullet sometimes fails. Sometimes it goes right through the wall and sometimes it …

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## [Domino - Physics demo & problems with TransformReference](https://forum.castle-engine.io/t/domino-physics-demo-problems-with-transformreference/1973)

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**Author:** [@DiggiDoggi](https://forum.castle-engine.io/u/DiggiDoggi)\
**Replies:** 5\
**Last updated:** [July 23, 2025, 11:13pm UTC](https://forum.castle-engine.io/t/domino-physics-demo-problems-with-transformreference/1973 "2025-07-23T23:13:25Z")

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Hi there! I’ve made a simple falling domino effect. Who doesn’t like falling dominoes? The test can be seen on the first video. All dominoes are individual boxes with behaviors, and works great - as great as a simple de…

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## [Problem with capsule Autosize](https://forum.castle-engine.io/t/problem-with-capsule-autosize/1502)

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**Author:** [@NiunioMartinez](https://forum.castle-engine.io/u/NiunioMartinez)\
**Replies:** 6\
**Last updated:** [April 4, 2025, 8:11pm UTC](https://forum.castle-engine.io/t/problem-with-capsule-autosize/1502 "2025-04-04T20:11:39Z")

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I’m doing some tests and I’ve found a problem with the capsule collider Autosize property. I’m using some Kenney 3D animated models (mini-characters and mini-dungeon packages, both from OpenGameArt.org). First I create…

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## [RayCast Collision Still Detects Standing Position After Lying Down Animation](https://forum.castle-engine.io/t/raycast-collision-still-detects-standing-position-after-lying-down-animation/1677)

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**Author:** [@hal09](https://forum.castle-engine.io/u/hal09)\
**Replies:** 10\
**Last updated:** [March 10, 2025, 6:46pm UTC](https://forum.castle-engine.io/t/raycast-collision-still-detects-standing-position-after-lying-down-animation/1677 "2025-03-10T18:46:21Z")

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Hi everyone, I have an issue where my player plays an animation from standing to lying down, but when I use PhysicsRayCast to detect collisions, it behaves as if the player is still standing. The raycast seems to ignore…

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## [WalkNavigation MoveBackward not working](https://forum.castle-engine.io/t/walknavigation-movebackward-not-working/1525)

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**Author:** [@haoshef](https://forum.castle-engine.io/u/haoshef)\
**Replies:** 6\
**Last updated:** [February 7, 2025, 11:42am UTC](https://forum.castle-engine.io/t/walknavigation-movebackward-not-working/1525 "2025-02-07T11:42:07Z")

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For some reason, I cannot get my TCastleWalkNavigation to perform MoveBackward, nor a right strafe. Forward and left strafe work as expected. I’ve tried reinstating a different WalkNavigation to no avail, these are my cu…

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## [Collider and latest CGE?](https://forum.castle-engine.io/t/collider-and-latest-cge/1224)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 1\
**Last updated:** [June 9, 2024, 6:22pm UTC](https://forum.castle-engine.io/t/collider-and-latest-cge/1224 "2024-06-09T18:22:09Z")

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I updated cge from git to get the outlined triangles, which are great. But to build I found that anywhere I had a TCastleScene subclass and a var Collider : TCastleMeshCollider I had to rename my variable. No big deal, …

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## [Get all geometry under raycast?](https://forum.castle-engine.io/t/get-all-geometry-under-raycast/957)

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**Author:** [@bugan11](https://forum.castle-engine.io/u/bugan11)\
**Replies:** 6\
**Last updated:** [November 9, 2023, 1:06pm UTC](https://forum.castle-engine.io/t/get-all-geometry-under-raycast/957 "2023-11-09T13:06:16Z")

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Hello, is there any way, I could get whole list of items, when I do RayCast on the viewport items? I need to pick geometry on click and currently MouseRayHit or RayCast, WorldRayCast, etc., returns just the first item it…

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## [Picking 2D geometry](https://forum.castle-engine.io/t/picking-2d-geometry/950)

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**Author:** [@bugan11](https://forum.castle-engine.io/u/bugan11)\
**Replies:** 1\
**Last updated:** [October 31, 2023, 11:40am UTC](https://forum.castle-engine.io/t/picking-2d-geometry/950 "2023-10-31T11:40:11Z")

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Hello, I am trying to create 2D geometry from point list, via X3Ds TLineSetNode. Code for creation is here: function TCGEComponent.Create2DLineGeometryFromPoints(list: TList\<TVector3Rec\>): TCastleSceneCustom; var Outl…

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## [How to detect a on-clicked node from the scene graph?](https://forum.castle-engine.io/t/how-to-detect-a-on-clicked-node-from-the-scene-graph/598)

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**Author:** [@Kobalt](https://forum.castle-engine.io/u/Kobalt)\
**Replies:** 8\
**Last updated:** [July 13, 2022, 11:33am UTC](https://forum.castle-engine.io/t/how-to-detect-a-on-clicked-node-from-the-scene-graph/598 "2022-07-13T11:33:58Z")

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Hi there, after a lot of time in experimenting and researching, I still can’t find a good solution to the following problem: Assume your scene has two different transform nodes which share the same shape node (and same…

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## [Problem with TRigidBody](https://forum.castle-engine.io/t/problem-with-trigidbody/591)

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**Author:** [@Didi](https://forum.castle-engine.io/u/Didi)\
**Replies:** 2\
**Last updated:** [June 10, 2022, 3:50pm UTC](https://forum.castle-engine.io/t/problem-with-trigidbody/591 "2022-06-10T15:50:05Z")

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Hi there, I tried to replace SceneAvatar.Gravity := true; because it is deprecated. I have made one Rigidbody for the Level and one for the Avatar. If AvatarBody.Dynamic:=false; I can see no gravity! If AvatarBod…
