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dimforge/bevy_rapier

★ 1,565 · Rust · Apache-2.0 · updated May 2026

Official Rapier plugin for the Bevy game engine.

bevy_rapier is the official Bevy integration for the Rapier physics engine, covering both 2D and 3D simulation. It maps Rapier's rigid bodies, colliders, joints, and character controller onto Bevy ECS components so you add physics by attaching components, not by managing a separate world. This is the standard choice if you're building a game in Bevy that needs anything beyond trivial collision.

The ECS-native design is genuinely well done — colliders and rigid bodies are just components, so Bevy's query system and change detection work as expected without any FFI boundary ceremony. The example coverage is solid: character controllers, rope joints, voxel colliders, serialization, and multi-context physics are all demonstrated with runnable code. Support for multiple independent Rapier contexts in a single Bevy app is a real differentiator for games that need isolated physics simulations (e.g., separate scenes or portals). The picking backend integration means raycasting into the physics world connects to Bevy's built-in picking infrastructure without custom glue.

Version pinning is a constant headache — Bevy releases break the plugin on a predictable cadence, and there's always a lag window where the latest Bevy isn't supported; check the compatibility table before starting a new project. The character controller is usable but thin: no built-in slope limiting that feels great, no coyote time, no step-up logic beyond what Rapier itself offers — you will be writing your own on top of it. Debug rendering is a separate feature flag and the visuals are basic wireframes; if you want anything more than 'is my collider the right shape,' you're on your own. Docs are mostly auto-generated API docs plus the examples; there's no narrative guide explaining the sync pipeline between Bevy's transform hierarchy and Rapier's internal world, which bites people when they try to parent physics entities.

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