# Box2D chain shapes

**URL:** <https://forum.defold.com/t/box2d-chain-shapes/54586>\
**Category:** Feature requests (USE GITHUB)\
**Created:** [June 11, 2019, 11:04am UTC](https://forum.defold.com/t/box2d-chain-shapes/54586 "2019-06-11T11:04:57Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![totebo](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/totebo/32/36087_2.png) [@totebo](https://forum.defold.com/u/totebo)\
**Post date:** [June 11, 2019, 11:04am UTC](https://forum.defold.com/t/box2d-chain-shapes/54586/1 "2019-06-11T11:04:57Z")

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Could chain shapes be supported, in the same way Polygon Shapes are currently supported with “Collision Shape” in the IDE?

 ![24](https://forum-defold.b-cdn.net/uploads/default/original/3X/4/e/4e0780418141a450821db2b3bd1500b69822e398.png)

Chains are great compared to Polygon Shapes, because they’re less processor hungry, they can be convex, rounded shapes are much easier to create and Chain Shapes are likely to solve/mitigate the seam issue/bug ([forum link](https://forum.defold.com/t/directional-platforms-help/18764/26), [discussion on github](https://github.com/erincatto/Box2D/issues/456)) that Polygon Shapes suffer from.

Chain Shapes are ideal for terrain (including destructive/changin terrain), race tracks, irregular objects and used as segments in between the brand new joints system.

From the Box2D manual:

 ![Screenshot_20190611-113505](https://forum-defold.b-cdn.net/uploads/default/original/3X/5/e/5e6d1811e8cd85498556d42e66f23854ed445228.jpeg)

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**Author:** ![TheKing0x9](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/theking0x9/32/13588_2.png) [@TheKing0x9](https://forum.defold.com/u/TheKing0x9)\
**Post date:** [June 12, 2019, 5:01pm UTC](https://forum.defold.com/t/box2d-chain-shapes/54586/2 "2019-06-12T17:01:45Z")

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So many physics requests!! I bet Defold’s H2 will begin with a couple of only physics sprints 😜

yet, +1 for this great feature.
