Help guide

Physics Apply Impulse node

Updated June 21, 2026

Physics Apply Impulse node

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F367 step 5 v2 — pulse-triggered instantaneous impulse on a body. Same shape as `physicsApplyForce` but applies an instantaneous velocity delta (Δv = impulse/mass) instead of a continuous force across one step. Use for explosions, kicks, projectiles — anything that should change a body's velocity discontinuously.

Type physicsApplyImpulseCategory solversContext sharedDynamic ports noCompound no

Inputs

PortTypeDescription
worldanyWorld
bodyIdfloatBody ID
impulsevec2Impulse (px/s · kg)
pointvec2Point (body-local px)
triggerfloatTrigger

Outputs

PortTypeDescription
--No ports declared.

Parameters

ParameterTypeDefaultDescription
paramImpulseXfloat0Used when the `impulse` input port is unwired. Author-convenience static vector — same pattern as `physicsWorld.paramGravity{X,Y}`. step 10
paramImpulseYfloat0Default Impulse Y (px/s · kg) step 10
paramPointXfloat0Off-centre application point; (0, 0) = body centre. step 5
paramPointYfloat0Default Point Y (body-local px) step 5

Use cases

  • Ragdoll on hit — state-machine transition fires `physicsApplyImpulse.trigger`; impulse vector aimed away from the hit point. The character rags down naturally.
  • Click-to-launch — `clickStateDispatcher.pulse` → `trigger`; impulse upward. Single click yields a one-shot launch.
  • Collision-driven scatter — `physicsCollisionPulse.pulse` (v2 collision events) → `trigger`; impulse derived from the contact normal.

Related nodes

Envelope

Use physicsApplyImpulse as the node type inside a graph node envelope. Add id, optional params, optional connections, and optional activeWhen based on the guide context.

Generated source

Registry faster-motion-docs/node-registry.jsonCategory page /help/faster-motion/faster-motion-node-category-solvers/

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Sunny Arora

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Sunny Arora

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