
godot-2d-movement
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and moveandslide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing moveandslide()/ isonfloor() behavior in a .tscn with a CharacterBody2D.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-2d-movement- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads godot-2d-movement automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
Godot 2D Movement (4.x)
Build responsive 2D character controllers with CharacterBody2D and the argument-less
move_and_slide(). Targets Godot 4.7.
When to use
- Use when scripting a 2D player/enemy that moves and collides: platformer (gravity + jump) or top-down (free 8-direction), slope walking, or wall/floor detection.
- Use when
move_and_slide()"does nothing", the character sinks through floors, oris_on_floor()is always false.
When not to use: dynamic rigid bodies, areas, raycasts, collision layers →
godot-physics; tile-based levels → godot-tilemap; full platformer game template →
the platformer genre skill; engine-agnostic feel tuning → physics-tuning.
Core workflow
- Use
CharacterBody2Dwith aCollisionShape2Dchild. It is script-driven: it does not fall or react to forces on its own. - Set the
velocityproperty, then callmove_and_slide()(no arguments in 4.x). The method readsvelocity, moves the body, slides along surfaces, and updatesvelocityto reflect what actually happened. - Do it in
_physics_process(delta)—move_and_slide()uses the physics step's delta internally, so do not multiplyvelocitybydeltayourself. - Platformer: add gravity to
velocity.yeach tick, jump by settingvelocity.ynegative whenis_on_floor(). - Top-down: build a direction from input and scale by speed; set
motion_mode = MOTION_MODE_FLOATINGso there is no "floor/wall" distinction. - Read results with
is_on_floor(),is_on_wall(),get_wall_normal(), andget_slide_collision(i)after the call.
Patterns
1. Platformer controller (gravity, jump, slopes)
extends CharacterBody2D
@export var speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 1200.0 # pixels/sec^2 (tune to taste)
func _physics_process(delta: float) -> void:
# Apply gravity while airborne.
if not is_on_floor():
velocity.y += gravity * delta
# Jump only when grounded (Input action set in Project Settings > Input Map).
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Horizontal input: -1, 0, or 1.
var dir := Input.get_axis("move_left", "move_right")
if dir != 0.0:
velocity.x = dir * speed
else:
velocity.x = move_toward(velocity.x, 0.0, speed) # decelerate to a stop
move_and_slide() # 4.x: no arguments; uses and updates `velocity`
A fixed gravity export keeps tuning simple. To follow the project setting
(Physics > 2D > Default Gravity) and any Area2D gravity overrides instead, use
velocity += get_gravity() * delta, as the built-in CharacterBody2D script template does.
2. Top-down 8-direction movement
extends CharacterBody2D
@export var speed := 220.0
func _ready() -> void:
motion_mode = CharacterBody2D.MOTION_MODE_FLOATING # no floor/ceiling concept
func _physics_process(_delta: float) -> void:
# get_vector returns a normalized-ish Vector2 from four input actions.
var input := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = input * speed
move_and_slide()
3. Reading slide collisions after moving
func _physics_process(delta: float) -> void:
# ... set velocity ...
move_and_slide()
for i in get_slide_collision_count():
var c := get_slide_collision(i)
var other := c.get_collider()
if other and other.is_in_group("enemies"):
take_damage(1) # touched an enemy while moving
4. Coyote time (forgiving jump just after leaving a ledge)
@export var coyote_time := 0.1
var _coyote := 0.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += gravity * delta
_coyote -= delta
else:
_coyote = coyote_time
if Input.is_action_just_pressed("jump") and _coyote > 0.0:
velocity.y = jump_velocity
_coyote = 0.0
# ... horizontal input + move_and_slide() ...
Pitfalls
- 3.x signature is gone.
move_and_slide(velocity)(returning the new velocity) was removed. In 4.x set thevelocityproperty and callmove_and_slide()with no args.move_and_slide(velocity, Vector2.UP)will not parse. - Multiplying velocity by delta.
move_and_slide()already accounts for the physics delta. Settingvelocity = dir * speed * deltamakes the body crawl. - Movement in
_processinstead of_physics_processcauses frame-rate-dependent, jittery motion. Always move in_physics_process. is_on_floor()always false whenup_directionis wrong (defaultVector2.UP), there is noCollisionShape2D, or you never calledmove_and_slide()this frame.- Sinking through floors usually means the collision shape is missing/zero-sized, the
floor body is on a layer this body's mask doesn't include, or you moved the body via
position +=instead of velocity +move_and_slide(). - Slope slipping while idle: keep
floor_stop_on_slope = true(default) and raisefloor_snap_length(default 1 px) so the body sticks to downward slopes.
References
- For one-way platforms, moving platforms, jump buffering, variable jump height, and
move_and_collide()(manual collision response), readreferences/controller-recipes.md.
Related skills
godot-physics— collision layers/masks, areas, raycasts, rigid bodies.godot-tilemap— building the levels this character walks on.godot-animation— driving sprite/skeletal animation from movement state.camera-systems— follow camera, deadzone, and look-ahead that track this character.platformer/input-systems— full genre template and rebindable input.
FAQ
What does the godot-2d-movement skill do?
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and moveandslide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing moveandslide()/ isonfloor() behavior in a .tscn with a CharacterBody2D.
How do I install godot-2d-movement?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-2d-movement in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-2d-movement/ (personal) or .claude/skills/godot-2d-movement/ (project).
Which AI agents can use godot-2d-movement?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is godot-2d-movement safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains godot-2d-movement?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,445 recorded installs.
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