Quick answer: Physics glitches come from the simulation hitting conditions it handles poorly: frame-rate-dependent physics, fast objects tunneling through colliders, extreme forces, collision edge cases, and floating-point imprecision.
Physics glitches, where objects clip into walls, fly off unexpectedly, or pass through things, are a common and sometimes funny class of bug. They come from the limits of physics simulation. Here's what causes physics glitches.
How Physics Goes Wrong
Physics simulation approximates real physics in discrete steps, and glitches happen when conditions push it past where the approximation holds.
- Frame-rate-dependent physics, physics tied to frame rate, so it behaves differently at different frame rates (faster or slower simulation)
- Tunneling, fast-moving objects passing through thin colliders because they move farther than the collider's thickness in one step
- Extreme forces or velocities, values so large the simulation produces wild results
- Collision edge cases, geometry or situations the collision system handles poorly (corners, overlaps)
- Floating-point imprecision, tiny math errors accumulating into visible glitches
- Unstable stacking or constraints, physics objects jittering or exploding under certain configurations
Most physics glitches trace to the simulation hitting a condition, high speed, low frame rate, extreme values, where its discrete approximation breaks down.
Why They're Often Condition-Specific
Many physics glitches only happen under specific conditions, a fast object, a low frame rate, a particular collision, so they're intermittent and can be hard to reproduce. They may appear for players (on slower devices, in specific situations) but not in your testing.
Bugnet captures crashes and reports with context, so physics glitches that players report or that cause crashes surface with the conditions around them. Knowing the conditions (frame rate, speed, situation) helps identify the cause.
Fixing Physics Glitches
Fixing physics glitches depends on the cause: make physics frame-rate-independent (use fixed timesteps), use continuous collision detection for fast objects to prevent tunneling, clamp extreme forces and velocities, and handle collision edge cases carefully. The fix targets the specific condition the simulation mishandles.
Bugnet helps you capture the context around reported physics issues, so you can identify the triggering conditions. So physics glitches come from the simulation hitting conditions like high speed, frame-rate dependence, or extreme values where its approximation breaks, and fixing them means addressing those specific conditions.
Physics glitches come from the simulation hitting conditions it handles poorly, frame-rate dependence, tunneling (fast objects through thin colliders), extreme forces, collision edge cases. Fix the specific condition (fixed timesteps, continuous collision detection).