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Physics Collision Pulse node

Updated June 21, 2026

Physics Collision Pulse node

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F367 step 5 v2 — fires a one-frame `pulse: 1.0` on the frame a tracked body collides with another body. Filters by `bodyId` (required) and optionally `withBodyId` (specific second-body); set the `event` param to `start` (contact-begin) or `end` (separate). Composes 1:1 with `pulseTween`, state-machine triggers, and `expression` math for "ball lands → squash" or "two bodies meet → spawn".

Type physicsCollisionPulseCategory solversContext sharedDynamic ports noCompound no

Inputs

PortTypeDescription
worldanyWorld
bodyIdfloatRequired. Track collisions involving this body. -1 = disabled.
withBodyIdfloatOptional second-body filter. -1 = match any other body.

Outputs

PortTypeDescription
pulsefloatPulse
otherBodyIdfloatOther Body ID

Parameters

ParameterTypeDefaultDescription
eventenum"start"`start` fires on contact-begin (most common). `end` fires on separation. options start, end

Use cases

  • Squash on landing — `physicsCollisionPulse.pulse` → `pulseTween {duration: 0.15, ease: easeOutBack}` → scale-Y multiplier on the body's element transform. The ball bounces and squishes on each ground contact.
  • Combo counter — counts how many balls have hit the floor; `physicsCollisionPulse` per-ball → accumulator → text update. (Pair with `physicsBodyStagger.bodyIds` and one pulse node per index.)
  • Spawn-on-impact — collision pulse triggers a `clickStateDispatcher`-style state transition that introduces a new particle / sound / VFX object.

Related nodes

Envelope

Use physicsCollisionPulse 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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