Physics Editor - Free Online Collision Shape Editor for Phaser, Matter.js & Rapier
Free online sprite hitbox editor - auto-trace collision polygons and export for Phaser, Matter.js, Rapier or any 2D engine
How it works
- 1Upload your sprite images
Open the Sprites panel and add PNG, JPG or WEBP images. You can load many sprites at once - each keeps its own set of collision shapes so you can build a whole atlas in one session.
- 2Draw a collision polygon (or auto-trace it)
In Draw mode, tap or click to place vertices around the outline of your sprite, then tap the first vertex again to close the polygon. Or open the Wand panel and click Auto-Trace to detect the boundary from the alpha channel automatically - great for characters, weapons, platforms and irregular shapes.
- 3Fine-tune vertices in Edit mode
Switch to Edit mode and drag any vertex to reposition it. Add multiple shapes per sprite for compound bodies (arms, legs, sensor zones). Use Pan mode or two-finger pan to move around, and pinch or mouse wheel to zoom in for pixel-precise placement.
- 4Set physics properties
Open Settings and adjust density (mass), friction (surface grip) and restitution (bounce). These are baked into the Phaser + Rapier and Phaser + Matter.js exports so your bodies behave correctly the moment you load them.
- 5Export vertex data for your engine
Open the Export panel and choose Copy to grab JSON to the clipboard, or Download to save a .json file. Formats: Phaser + Rapier (polygon with physics props), Phaser + Matter.js (fromVertices + fixtures), and Raw Vertices (plain coordinates you can adapt to Box2D, Cocos, Godot, LibGDX or a custom engine).
About Physics Editor - Free Online Collision Shape Editor for Phaser, Matter.js & Rapier
Free, unlimited, browser-based physics editor for 2D game developers. Upload sprites and draw polygon collision shapes by hand, or one-click auto-trace the outline from the alpha channel using Moore boundary tracing and RDP simplification. Fine-tune every vertex, set density, friction and restitution, then export vertex data for Phaser + Rapier, Phaser + Matter.js, or as raw JSON coordinates you can plug into Box2D, Cocos, Godot, LibGDX or any custom engine. No downloads, no sign-up, no watermarks, no paywall - a genuine free physics body editor and hitbox generator that runs entirely in your browser on desktop, tablet and phone. Ideal replacement for a heavyweight desktop collision editor when you just want to ship a level. Physics Editor - Free Online Collision Shape Editor for Phaser, Matter.js & Rapier on 712 Tools runs entirely inside your browser using modern JavaScript APIs - no server ever sees your data. That means instant results, complete privacy, and no upload limits.
Whether you need to free online sprite hitbox editor - auto-trace collision polygons and export for phaser, matter.js, rapier or any 2d engine for a debugging session, a quick sanity check, or a production incident, this tool is free to use as many times as you need. There are no watermarks, no sign-up, and no ads inside the tool itself.
Frequently asked questions
Is this physics editor really free?
Yes - 100% free with no sign-up, no trial, no watermark, and no cap on sprites, shapes or exports. Most desktop collision-shape editors cost $30 to $100 as a one-off or subscription; this tool runs in your browser at no cost, forever.
Is there a free alternative to paid desktop physics editors?
Yes - this is one. It handles the same core workflow of upload → draw or auto-trace → export vertex data for Phaser, Matter.js, Rapier, Box2D and other 2D engines. If you just need collision shapes for a game jam, a prototype, a school project or a small indie release, a browser-based tool like this typically does everything a paid desktop editor does for the shape-authoring step.
Which game engines and physics libraries does it support?
First-class exports for Phaser + Rapier and Phaser + Matter.js. The Raw Vertices export is a plain JSON array of coordinates that plugs into Box2D, Cocos2d-x, Cocos Creator, Godot (as a CollisionPolygon2D points array), LibGDX, PlayCanvas, Defold, or any custom 2D engine.
What export formats are supported?
Three: Phaser + Rapier (polygon type with density, friction and restitution baked in), Phaser + Matter.js (fromVertices body with a fixtures array), and Raw Vertices (plain [x, y] coordinates offset to the sprite's origin/pivot).
How does the auto-trace (Magic Wand) work?
It runs a Moore-neighbor boundary trace over the alpha channel of your sprite, then simplifies the resulting polygon with the Ramer-Douglas-Peucker (RDP) algorithm. Two sliders control it: Alpha Threshold (how opaque a pixel must be to count as solid) and Simplify (how aggressively to drop vertices - higher = fewer verts, rougher fit). Works best on sprites with a transparent background.
Can I draw compound bodies with multiple collision shapes?
Yes. Add as many shapes per sprite as you want - useful for characters (head, torso, limbs), vehicles (chassis + wheels), or when you need sensor zones separate from the main hit body. All closed shapes for a sprite export together.
Does it work on mobile and tablets?
Yes. Tap to place vertices, drag to move them, pinch to zoom, and two-finger pan. The layout adapts to phone screens, and the bottom-panel UI is designed for touch.
Are my sprites uploaded to any server?
No. All image reading, boundary tracing and export generation runs entirely in your browser using the Canvas API. Your sprites never leave your device - good for unreleased game art and NDA projects.
What is the origin marker and why does it matter?
The yellow crosshair marks the sprite's origin (pivot), defaulting to the center. Exported vertex coordinates are offset relative to this origin so shapes align correctly when your engine positions the sprite by its pivot rather than its top-left corner. Most modern 2D engines (Phaser, Godot, Cocos) default to a centered origin.
How accurate is the auto-trace output?
For clean sprites on transparent backgrounds, auto-trace typically produces polygons within 1–2 pixels of the true silhouette, using 8–40 vertices depending on the Simplify slider. For very complex shapes you can trace once, then fine-tune individual vertices in Edit mode.
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