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The package is asynchronous and optional.\nThe compat build is selected because it is portable across the supported\nbundlers without requiring each application to configure a raw-WASM loader; its\nlarger lazy payload is disclosed by the retained bundle report.\n\nIt is deliberately absent from core, product, and authored-unit arcade bundles.\nInstall and initialize it only for physical rigid bodies, joints, queries,\ncharacter collision, or raycast vehicles:\n\n```ts\nimport { createRapierPhysics } from \"@aura3d/physics-rapier\";\n\nconst physics = await createRapierPhysics({ gravity: [0, -9.81, 0] });\nconst floor = physics.createBody({ type: \"fixed\", shape: { kind: \"box\", halfExtents: [10, 0.5, 10] } });\nconst ball = physics.createBody({ position: [0, 4, 0], shape: { kind: \"sphere\", radius: 0.5 } });\nphysics.step(1 / 60);\nphysics.dispose();\n```\n\nThis is physical simulation. `game.racing` and the default authored-unit arcade\nhelpers remain separate and do not claim physical tyre, mass, or force semantics.\n\n## Public API\n\n- `createRapierPhysics(options?)` lazily initializes Rapier and returns the sole\n  Aura3D-owned physical-world adapter.\n- `RapierPhysics` owns rigid bodies, colliders, stepping, ray queries, fixed\n  joints, native character controllers, native vehicle controllers, and final\n  disposal.\n- `RapierBody` exposes explicit transform, velocity, impulse, and removal\n  operations without hiding Rapier's authored-unit physical semantics.\n- `rawModule` and `rawWorld` are documented escape hatches for unsupported\n  Rapier features; no private import is required.\n\n## Verification\n\nRun `pnpm exec vitest run tests/unit/physics-rapier` for adapter and dependency-\nboundary coverage. Run `pnpm exec playwright test\ntests/browser/optional-rapier-physics.spec.ts` for cold/cached initialization,\nbrowser queries/controllers, repeated disposal, and console-error evidence.\n","readmeFilename":"README.md"}