Physics Sandbox
Controls stay here while you play. Click the dark overlay (or press Enter / Space ) to capture the mouse. If nothing happens, see the yellow note on the start screen or press H to hide this panel.
Start
Click overlay · Enter · Space
Locks the pointer so you look with the mouse. Press Esc to release. If the browser blocks capture, open this page in a full tab or use a local server (see the yellow message on the loading screen).
Move & camera
W A S D
Walk forward, left, back, and right relative to where you are looking.
Space
Jump when you are on the ground. With noclip (N hold) it moves you up instead.
Ctrl hold
While driving the buggy: boost — extra engine power. In ghost mode: fly downward. On foot (not ghost) it does nothing.
Shift hold
On foot: ghost (no-clip) while held — same as N . In the buggy: drift instead; ghost is disabled until you exit the vehicle.
N hold
On foot: ghost (no-clip) while held — same as Shift . Space up, Ctrl down. Not available while driving the buggy.
G
Cycles physics time only: normal → 20% speed → near-frozen (~2% by default) → normal. Movement and camera stay responsive; the third mode keeps a small timestep for collisions. Grabs: letting go or throwing adds real-motion velocity so flicks still work in slow-mo (tune PHYSICS_ALMOST_FROZEN_SCALE, INTERACTION_SLOWMO_REF_SCALE, INTERACTION_SLOWMO_BOOST_CAP).
Scene
Del or Backspace
Removes every spawned object, debug ropes, and balloon strings. A confirmation pop-up asks first. The floor and your player stay; grab is released if you were holding something.
Wheel click · J
Weld: middle-click toggles a freeze on the dynamic object you are looking at. J clears all welds. Works whenever the game has captured the mouse.
Camera
U
Toggles first person and third person (camera chases behind you; a small character model is drawn in 3rd). Aim and crosshair still follow the view.
Spawn menu
Q hold
Opens the catalog. Choose Shapes, Props, Presets, or Debug tools. Release Q to close and return to the game.
E
Spawns the selected item at the surface you are aiming at (crosshair). If you aim at empty sky it spawns ahead of you above the ground. Under Props , Balloon (floats) is a tiny light balloon that drifts and climbs on its own.
Vehicles
Props → Rideable buggy · E spawn
Spawn a small four-wheel buggy (physics wheels when available). Like Garry’s Mod: it’s a prop you can hop into and drive.
V
While looking at a nearby buggy, press V to mount . Press V again to dismount . Left and right mouse are disabled while driving so you don’t grab by mistake.
W S · A D · Space
While mounted: throttle forward/back, steer left/right relative to the buggy (not camera strafe). Space is brake . Shift = drift, Ctrl = boost.
Tuning: BUGGY_MAX_ENGINE, BUGGY_BOOST_ENGINE_MULT, BUGGY_DRIFT_REAR_FRICTION, BUGGY_BRAKE_FORCE, BUGGY_MOUNT_RANGE; fallback: BUGGY_FALLBACK_FORCE / BUGGY_FALLBACK_STEER.
Grab & throw
Mouse left hold
Physics grab: pulls the object toward your crosshair on a short rod. Objects are kept from being dragged through the floor.
Mouse right
While holding something with a normal grab, throws it in the look direction.
Debug mode
0
Switches between normal physics grab and debug tools. Status pill turns yellow in debug.
Q → Debug tab
Select — box-select (drag empty space) or Shift /Ctrl +click to add/remove from selection.
Move — Roblox-style red/green/blue arrows at the selection center: drag an arrow to slide along that world axis (whole selection, including welded).
Rotate — colored rings (X/Y/Z): drag a ring to spin the selection around that axis.
Resize — click a box or sphere prop: Roblox-style red/green/blue face handles drag to stretch X/Y/Z. Scroll = uniform scale. Works on welded props (weld stays).
Delete — click an object to remove it.
Spawn here — click a surface to spawn the item you last picked in Shapes/Props/Presets.
Balloon gun — each click adds lift equal to the default green sphere’s mass (same “weight,” reversed as buoyancy). A separate balloon mesh rises on a pink string from the hit point; when the string goes taut it tugs the object upward. BALLOON_POWER in the script scales total lift. When lift × power > mass, the object rises; the extra drives upward acceleration × gravity strength.
Rope gun — fixed max length: it cannot stretch past that distance (bodies are pulled together by mass); slack still draws ends in gently. ROPE_HARD_LENGTH_PASSES and ROPE_IMPULSE_CAP tune it in the script.
Cord gun — spring toward the length when you fired: pulls when stretched, pushes when compressed, with damping and a safe impulse cap so energy does not blow up.
Hitscan gun — left click: beam tracer + knockback tuned by DEBUG_GUN_KNOCKBACK; detonates barrels and explosive rockets on hit.
Rocket launcher — debug tool: left click fires an explosive rocket with thrust already on (timer + impact rules below).
Gravity — left click the floor to set world gravity (player + everything). Click a prop to set gravity for that object only. Opens a slider menu.
Friction — same: floor = whole world, prop = that object only.
Paint — click a prop: color + material menu (presets for wood, metal, glass, neon).
Mass — click a prop (or one you’re holding with physics grab): mass slider menu.
Ignite — click a prop: burn time + explode option; I quick-ignites crosshair target.
Weld — reminder: middle-click target to freeze or release; J clears all welds. Select this row for the status hint.
Switching debug tools or pressing 0 cancels an unfinished rope or cord shot.
Rocket & launch pad
F
Aim at a rocket to toggle thrust along its nose. Explosive rocket : thrust arms a timer (EXPLOSIVE_ROCKET_FUSE_SEC) and impacts detonate like a barrel (spawned rockets wait EXPLOSIVE_ROCKET_IMPACT_ARM_SEC after arming; Rocket launcher shots detonate on first hit). Spawn from Props or debug Rocket launcher . Explosive barrel : same as before. Blasts chain. Tune EXPLOSION_RADIUS, EXPLOSION_IMPULSE, BARREL_IMPACT_EXPLODE_VEL.
Launch pad
Pink pad: bounces and adds an upward + forward kick when something touches it.
Physics tuning
In the script: BODY_DENSITY, BALLOON_POWER, ROCKET_THRUST_POWER, PHYSICS_ALMOST_FROZEN_SCALE, INTERACTION_SLOWMO_REF_SCALE, INTERACTION_SLOWMO_BOOST_CAP, GRAB_RELEASE_VELOCITY_TRANSFER, THROW_BASE_SPEED (G / grabs). Explosions: EXPLOSION_RADIUS, EXPLOSION_IMPULSE, MAX_EXPLOSION_CHAIN_STEPS. Debris: DEBRIS_LIFETIME_SEC (crate shards + Angry Bird feathers). Debug gun: DEBUG_GUN_KNOCKBACK, DEBUG_GUN_BEAM_RANGE. Explosive rocket: EXPLOSIVE_ROCKET_FUSE_SEC, EXPLOSIVE_ROCKET_IMPACT_ARM_SEC, ROCKET_LAUNCHER_MUZZLE_SPEED. Rope/cord: ROPE_MAX_STIFFNESS, ROPE_MAX_DAMPING, ROPE_SLACK_PULL_K, ROPE_IMPULSE_CAP, ROPE_HARD_LENGTH_PASSES, CORD_SPRING_K, CORD_SPRING_C, CORD_IMPULSE_CAP. Buoyancy uses the same gravity strength as the physics world.
Tips
Aim at the floor or props to spawn on top of them. Wedge is a full 1×1 solid ramp. Glass shatters on impact. Debug Gravity / Friction tools (press 0 ) let you click the ground or props to tune physics. Props include NPC , buggy (V ), barrels (F ), and more.