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Foundry: Skate Feel Lab

Skate 3 physics for Zero: a reconstructed custom physics engine with integrated skateboard and rider simulation. Use the skating system or build other physical assemblies with editable bodies, collisions, joints and motors.

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Updated Oct 19, 20263 launches2 forks
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Skate 3 physics, integrated into Zero

This project adds a reconstructed Skate 3 physics engine to Zero. It provides both an integrated skateboard-and-rider simulation and reusable custom physics components. If you are looking for a Skate 3 physics system to build with in Zero, start here.

The Foundry skatepark is the demonstration. The underlying system is the reusable part: a Rust solver connected to Zero’s entities, editor, controls, character rigs and animation assets.

Choose the system you need

For skating: start with the default RiderFidelity scene or the package’s Samples.Rider scene. The integrated controller connects seven board bodies and 26 rider bodies to terrain, inputs and character presentation. VehicleOnly, SelfPropelled, ScriptControls and PhysicsTuning show alternative configurations.

For custom physical assemblies: use World, Body, CollisionVolume, Joint and Drive. Author collision shapes, mass and inertia, connect bodies with constraints, and drive them with motors. This general physics layer does not require the rider or its animations.

Why use it?

You get the custom physics engine and its Zero integration together, rather than having to write a solver bridge, skating controller and presentation layer before building your world. Physical state is inspectable on entities, joint limits and motors are editable, and visuals and animation bindings can be replaced without replacing the simulation.

The guide records native-comparison tests for vehicle and coupled-rider behaviours, including movement, recovery and darkslide sequences. Those are specific verification results—not a blanket claim of identical behaviour in every situation.

What is included

  • Custom rigid-body simulation with editable state, collision volumes, constraints and motors.
  • Integrated skateboard/rider controls, terrain interaction, rig mapping and animation presentation.
  • Keyboard/gamepad maps and script-command interfaces.
  • Rider, board-only, self-propelled, scripted-control and physics-tuning examples.
  • In-engine authoring APIs and a GettingStarted guide.
  • An authored skateboard, Zero avatar and modular Foundry park demonstrating the system.

Start using it

Open the published world to try RiderFidelity, or use the skate_physics package and its GettingStarted guide to build with the components. For Skate 3-style skating, start with the integrated rider sample—not the low-level physics workbench. For independent body/joint/motor assemblies, start with the general API and Demo workbench.

Demo controls: W/X push; A/D steer; S brakes; hold/release Space for an ollie; arrow keys act as the trick stick; Z/C grab; F gets on/off the board; R resets. Gamepad controls are included; the native rider has no touch map.

Integration boundaries

The native rider/board controller uses a fixed body layout. Other character rigs require suitable mappings. Static mesh collision limits and motor coefficient conventions are documented on their components. These are configuration requirements, not reasons to substitute a different system for a skating task.

The active rider configuration includes converted reference animations with replacement interfaces; the default visuals use the authored board and Zero avatar.

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