# Struggling with kinematic physics ghosting collisions and jittering

**URL:** <https://forum.defold.com/t/struggling-with-kinematic-physics-ghosting-collisions-and-jittering/81951>\
**Category:** Questions\
**Created:** [November 14, 2025, 9:26am UTC](https://forum.defold.com/t/struggling-with-kinematic-physics-ghosting-collisions-and-jittering/81951 "2025-11-14T09:26:33Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Ardisan](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/ardisan/32/41032_2.png) [@Ardisan](https://forum.defold.com/u/Ardisan)\
**Post date:** [November 14, 2025, 9:26am UTC](https://forum.defold.com/t/struggling-with-kinematic-physics-ghosting-collisions-and-jittering/81951/1 "2025-11-14T09:26:34Z")

</div>

Not sure whats good for pixel platformer collisions that supports slopes, consistent and not janky…

I’m new so I’ve been following this tutorial and used tilemap collisions:

> **[Platformer Defold tutorial](https://defold.com/tutorials/platformer/)**
>
> In this article, you go through the implementation of a basic tile-based 2D platformer in Defold. The mechanics you learn are moving left/right, jumping and falling.

EDIT:  
Nevermind. Best solution I found was utilizing raycasting instead of basic shape colliders. I followed and tried transfering this Unity tutorial series into Defold since Unity is pretty similiar to Defold in a way.

![](https://img.youtube.com/vi/MbWK8bCAU2w/maxresdefault.jpg)https://www.youtube.com/embed/MbWK8bCAU2w?feature=oembed&wmode=opaque&list=PLFt_AvWsXl0f0hqURlhyIoAabKPgRsqjz
