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.

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).