Features

July 6, 2026 ยท View on GitHub

Works on: Desktop, Mobile and Web

Godot Rapier Build

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2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.


Godot Rapier Physics is a 2D and 3D physics drop-in replacement for the Godot game engine through rapier physics engine salva fluids simulation library.

Features

StabilityNo Vibrations
Fluids 2DFluids 3D
Body SkinInverse Kinematics
No Ghost CollisionsImproved Stacking
SerializationDeserialization
Save Physics StateLoad Physics State
Locally Deterministic*Optionally Cross Platform Deterministic
Exact simulation every time (on same platform)Exact simulation on multiple platforms

Installation

After installing, go to Advanced Settings -> Physics -> 2D or 3D. Change Physics Engine to Rapier2D or Rapier3D.

Rust dependency

See godot-rust/ExtensionLibrary.

[dependencies]
godot-rapier = { git = "https://github.com/appsinacup/godot-rapier-physics.git", tag = "v0.8.39", features = ["single-dim2"] }

Feature sets matching the shipped addon variants:

VariantFeatures
2D fast parallelsingle-dim2, serde-serialize, simd-stable, parallel, experimental-threads, register-docs, api-4-7
3D fast parallelsingle-dim3, serde-serialize, simd-stable, parallel, experimental-threads, register-docs, api-4-7
2D enhanced deterministicsingle-dim2, serde-serialize, enhanced-determinism, experimental-threads, register-docs, api-4-7
3D enhanced deterministicsingle-dim3, serde-serialize, enhanced-determinism, experimental-threads, register-docs, api-4-7

Use exactly one Godot API feature: api-4-4, api-4-5, api-4-6, or api-4-7.

For web/Emscripten builds, replace native experimental-threads with one web feature: experimental-wasm for threaded web builds, or experimental-wasm-nothreads for no-thread web builds. experimental-wasm-nothreads includes experimental-wasm. CI builds web with wasm32-unknown-emscripten, release-wasm, and -Zbuild-std.

When depending on another GDExtension crate, set GDRUST_MAIN_EXTENSION to your extension's ExtensionLibrary type and explicitly forward Godot Rapier's init stages from your extension. Godot only runs one main ExtensionLibrary, so the user's extension must register the Rapier server and classes too:

use godot::prelude::*;
use godot_rapier::RapierPhysics3DExtensionLibrary;

struct MyExtension;

#[gdextension]
unsafe impl ExtensionLibrary for MyExtension {
    fn min_level() -> InitLevel {
        InitLevel::Servers
    }

    fn on_stage_init(level: InitStage) {
        RapierPhysics3DExtensionLibrary::on_stage_init(level);
    }

    fn on_stage_deinit(level: InitStage) {
        RapierPhysics3DExtensionLibrary::on_stage_deinit(level);
    }
}

For 2D projects, use RapierPhysics2DExtensionLibrary.

Do not load the standalone Godot Rapier addon in the same Godot project when bundling it through another Rust GDExtension, because Godot classes can be registered twice.

Youtube Videos

GamesFromScratch:

IMAGE ALT TEXT HERE

Showcase

Got a game or app you built with this addon? We showcase them on godot.rapier.rs/showcase. Submit your entry here.

Implementation Progress

The 2D part is pretty stable, though there are some issues, the 3D part is still missing some things. See the Implementation Progress to get an idea of what status it is in and what features it has.

Limitations

  • Double builds need to be manually built.
  • No support for asymmetric collisions (eg. object 1 hitting object 2 but object 2 not hitting object 1). This is the exact check rapier does: (A.layer & B.mask) != 0 || (B.layer & A.mask) != 0

Module build

In order to build it as a module, go to:

Star History

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