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Garry’s Mod · Simulation

Garry's Mod Physgun: freeze one prop without releasing the whole build

With the Physgun, hold left mouse to grab a prop and use right mouse to freeze it. Be deliberate when unfreezing: the documented double-R action releases all props spawned by that player, not only the object under the crosshair.

Reviewed 2026-10-15 · Default PC Sandbox controls; server permissions, custom bindings and add-ons can differ

Select and orient the intended prop

Aim the Physgun at an in-range prop and hold left mouse. The beam confirms the selected target. While holding it, move your aim to reposition it; hold E to rotate. Work on a simple isolated prop first if you are unsure which action your bindings perform.

Freeze before letting the assembly depend on it

Use right mouse while holding the prop to freeze it in position. Then inspect the result before stacking or attaching more pieces. For example, when making a platform, establish that its support is fixed before placing the next object. This gives you a clear point to inspect if the assembly later moves unexpectedly.

Choose the unfreeze scope carefully

Facepunch documents R aimed at a frozen prop or ragdoll for unfreezing, and two quick presses for releasing all props that player spawned. If you want to adjust one support, avoid the wider action. Also release the Spawn Menu if you still have its cursor: holding Q opens that menu instead of leaving you in the normal aiming interaction.

When your plan breaks

What happensWhat to change
The Physgun is not selecting the intended objectCheck range, target and any server permission before changing the rest of the build.
Several parts suddenly became movableCheck whether you used the double-R release-all action.
A menu cursor appears instead of the expected aimClose the held Spawn Menu and return to the Physgun interaction.

Quick answers

How can I practice without disturbing an assembly?

Use an isolated prop and verify selection, rotation, freezing and release before applying the sequence to your build.

Why check the selected target at every step?

It separates an input mistake from a placement problem and avoids changing the wrong support.

Sources & version notes

Default controls come from Facepunch's player documentation. The platform example is an original construction checklist; server add-on behavior was not tested.