# physics.moveto don't take collision into account

**URL:** <https://phaser.discourse.group/t/physics-moveto-dont-take-collision-into-account/11593>\
**Category:** Phaser 3\
**Created:** [April 25, 2022, 3:28pm UTC](https://phaser.discourse.group/t/physics-moveto-dont-take-collision-into-account/11593 "2022-04-25T15:28:33Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![samme](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/samme/32/5275_2.png) [@samme](https://phaser.discourse.group/u/samme)\
**Post date:** [April 25, 2022, 7:25pm UTC](https://phaser.discourse.group/t/physics-moveto-dont-take-collision-into-account/11593/2 "2022-04-25T19:25:40Z")

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This is difficult to prevent without some kind of pathfinding. See

> [@Trouble with collision's between arcade groups (sometimes doesn't work)](https://phaser.discourse.group/t/trouble-with-collisions-between-arcade-groups-sometimes-doesnt-work/10981/8):
>
> I tried a few things and only raising physics FPS seemed to work.

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