[youtube video="[youtube video="
"]"]**Title:** How can I prevent Physics from moving an object before Event Sheet correction?
Hi,
I’m trying to find a practical solution to a Physics issue in Construct 3.
I have a physics-based object landing on a slope, for example around 45 degrees. Once grounded, my Event Sheet logic prevents it from sliding.
The problem is that, at the exact moment of contact, the Physics behavior seems to move the object very briefly along the slope before my Event Sheet logic can stop it.
There is no player input involved when this happens.
It looks roughly like this:
Physics simulation
→ contact with slope
→ very small movement along the slope
→ Event Sheet runs
→ velocity/state is corrected
The movement is extremely brief, but visible.
An important detail is that the issue seems to disappear when using **Unlimited framerate**, which makes me think the unwanted movement happens during a physics step before my correction code runs.
What I’m mainly looking for is a way to **prevent that first unwanted movement entirely**.
Is there any solution for this, for example:
- running code before the Physics behavior updates;
- using JavaScript and `pretick`;
- manually controlling or stepping the physics simulation;
- creating a custom addon/behavior;
- changing the physics timestep or update order;
- intercepting the contact before the solver applies movement;
- or any other workaround that would let Event Sheet/JavaScript logic modify the object before the Physics step?
Ideally, I want to keep using the Physics behavior, but have enough control to make a character remain perfectly stationary on a slope without one visible physics step occurring first.
If this cannot be done directly with Event Sheets, I’m also open to a JavaScript or addon-based solution.
What would be the recommended way to achieve this in Construct 3?
Thanks.