When to Use a Kinematic Body in Planck.js?

In game development using Planck.js (a 2D physics engine for JavaScript), choosing the right body type is crucial for performance and gameplay mechanics. This article provides a quick overview of when to use a kinematic body instead of static or dynamic bodies. Kinematic bodies are ideal for objects that need to move according to precise script logic or animations—such as moving platforms, elevators, or predictable hazards—while still being able to push dynamic objects out of their way.

Understanding Body Types in Planck.js

To understand when to use a kinematic body, it helps to contrast it with the other two primary body types in Planck.js:

Ideal Use Cases for Kinematic Bodies

You should opt for a kinematic body when you want full manual control over an object’s movement, but still need it to interact physically with the player or other dynamic objects.

Key Behaviors of Kinematic Bodies

Before implementing a kinematic body, keep these engine behaviors in mind: