Pixscape is currently in public pre-release.

The runtime and documentation are already usable, but some APIs, workflows, and editor behavior may still evolve before a stable 1.0 release.

Physics

Create and edit Box2D bodies and collision shapes visually in Pixscape Studio for LibGDX scenes.

On this page

Pixscape Studio’s physics mode turns authored scene collision geometry into data that Runtime recreates in its Box2D world.

Its physics editing mode creates and adjusts body collision shapes directly in the editor. Physics data can be attached to scene entities or generated for tiled maps, depending on the selected item and layer type.

Physics editing mode with collision shapes displayed on the Pixscape Studio canvas

Entering physics editing mode

To edit physics shapes, select a body from the Items panel.

For example, under an entity you may find a Dynamic body, and under a tiled map you may find a Static body.

When a body is selected, Pixscape Studio enters physics editing mode for that body.

The canvas then displays the available physics shapes and editing handles.

Editing shapes

In physics editing mode, you can adjust the shapes that define the physical body.

Depending on the selected body and shape type, you can:

  • move shapes
  • resize shapes
  • adjust shape handles
  • delete shapes
  • create or modify collision areas
  • inspect how the collision geometry matches the visual scene

For tiled maps, this is useful for checking or adjusting the static collision shapes generated or authored for the map.

For actors, this is useful for adjusting the body footprint used by gameplay, collisions, and spatial workflows.

Context menu

Many physics actions are available from the right-click context menu.

The available actions depend on the selected body, the selected shape, and the active editing mode.

If a physics action is not visible, first make sure that the correct body is selected in the Items panel.

Practical advice

Keep physics shapes as simple as possible.

For actors, simple shapes such as circles or rectangles are usually easier to control and more stable.

For tiled maps, collision shapes should match the parts of the map that are actually solid.

Checklist

  • Enable physics for the scene when physics is needed.
  • Select the relevant body in the Items panel.
  • Use Dynamic body for moving actors.
  • Use Static body for map or environment collisions.
  • Edit shapes directly on the canvas.
  • Use the context menu for body or shape-specific actions.
  • Keep collision geometry simple and readable.

See Physics and Collisions for accessing the Box2D world, entity bodies, contacts, ray casts, and collision queries from gameplay code.