3D Physics (Jolt/Native) Expert guidance for high-performance 3D physics and ragdolls. NEVER Do - NEVER move nodes in — Use . Moving bodies outside the physics step causes visual jitter and unreliable collision detection [12, 13]. - NEVER scale collision shapes directly — Scaling physics shapes causes instability, inaccurate normals, and jitter. Use the properties (height, radius, size) instead. - NEVER modify transforms directly — This ignores the physics solver. Use , , or the callback for safe manipulation [17]. - NEVER use for platformer player controllers — RigidBody is for objects drive…