
godot-physics
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
- Installs
- 6.7K
- Last 24h
- +339
- Trending rank
- #889
- Security
- Pass
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics- 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-physics 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 Physics (4.x, 2D + 3D)
Pick the right physics body, wire up collision layers/masks, detect overlaps, and cast
rays. Concepts apply to both 2D and 3D (swap the 2D/3D suffix). Targets
Godot 4.7. In 3D, projects created with Godot 4.6 or later run Jolt Physics by
default; older projects keep GodotPhysics3D unless someone switched them. 2D always
uses Godot's own 2D engine.
When to use
- Use when choosing between body types, setting collision layers/masks so the right
things collide, detecting overlaps (triggers, hurtboxes) with
Area, applying forces/impulses to aRigidBody, or casting rays for line-of-sight/ground checks.
When not to use: kinematic character controllers (move_and_slide) →
godot-2d-movement; tile collision setup → godot-tilemap; tuning the feel of physics
(timestep, mass, jitter) → physics-tuning.
Core workflow
- For 3D, check which engine runs before debugging behavior: Project Settings >
Physics > 3D > Physics Engine (
[physics]3d/physics_engine="Jolt Physics"inproject.godot). Projects created in 4.6+ get Jolt written there by default; with no such line (DEFAULT) the engine is GodotPhysics3D. The API is the same, but joints, ray-cast face indices, kinematic contacts, and collision margins behave differently (see Pitfalls). - Choose the body type:
StaticBody— never moves (floors, walls). Collides, no simulation.RigidBody— fully simulated (gravity, forces, bouncing). Don't set itspositiondirectly; apply forces/impulses or setlinear_velocity.CharacterBody— script-driven kinematic (seegodot-2d-movement).Area— detects overlaps and can apply gravity/damping; no solid collision. Every body needs aCollisionShape(orCollisionPolygon) child.
- Configure layers and masks. A body is on its layers and scans for its masks. Two bodies interact only if one's layer is in the other's mask. Name layers in Project Settings > Layer Names for clarity.
- Detect overlaps with
Areasignals (body_entered,area_entered). - Drive RigidBodies with forces/impulses, or override
_integrate_forcesfor full control. - Cast rays with a
RayCast2D/3Dnode (polled each frame) or a one-shot space-state query from code.
Patterns
1. Collision layers vs masks (set from code)
# Player is on layer 1, scans layers 2 (walls) and 3 (enemies).
func _ready() -> void:
set_collision_layer_value(1, true) # I am on layer 1
set_collision_mask_value(2, true) # I collide with things on layer 2
set_collision_mask_value(3, true) # ...and layer 3
# Bit-field forms also exist: collision_layer = 1; collision_mask = 0b110
2. Area2D as a trigger / hurtbox
extends Area2D # e.g. a damage zone
func _ready() -> void:
body_entered.connect(_on_body_entered)
area_entered.connect(_on_area_entered)
func _on_body_entered(body: Node2D) -> void:
if body.has_method("take_damage"):
body.take_damage(10)
func _on_area_entered(area: Area2D) -> void:
print("Overlapped area: ", area.name)
3. Applying force and impulse to a RigidBody3D
extends RigidBody3D
func push(direction: Vector3) -> void:
apply_central_impulse(direction * 8.0) # instantaneous velocity change
func _physics_process(_delta: float) -> void:
apply_central_force(Vector3.FORWARD * 4.0) # continuous force (per tick)
# Never set `position` on a RigidBody to move it; use forces/impulses or
# set linear_velocity. Use freeze=true if you must hold it in place.
4. Raycast two ways
# A) RayCast2D node: enable it, then poll after physics has updated.
@onready var ray: RayCast2D = $RayCast2D # set target_position in the editor
func _physics_process(_delta: float) -> void:
if ray.is_colliding():
var hit := ray.get_collider()
var point := ray.get_collision_point()
# B) One-shot query from code (no node needed).
func ground_under(global_from: Vector2) -> Dictionary:
var space := get_world_2d().direct_space_state
var query := PhysicsRayQueryParameters2D.create(global_from, global_from + Vector2(0, 64))
query.collision_mask = 1 # only layer 1
return space.intersect_ray(query) # {} if nothing hit, else collider/position/normal
Pitfalls
- Layer vs mask confusion is the #1 bug. Layer = "what I am"; mask = "what I look for". For A to detect B, B's layer must be in A's mask. Detection can be one-directional.
- Moving a RigidBody by
positionfights the solver and causes tunneling/jitter. Use impulses/forces, setlinear_velocity, orfreezeit. To teleport, set position and zero the velocities inside_integrate_forces. Areadoesn't fire when neither monitoring nor monitorable is set, or layers/masks don't overlap.monitoringmust be on for the Area to detect;monitorablelets others detect it.- RayCast2D/3D read stale or no data if
enabledis false, or if you read it before physics updated — read in_physics_process, and callforce_raycast_update()after moving it within the same tick. - Forgetting a
CollisionShape(or leaving it empty) means the body never collides. - Fast objects tunnel through thin walls; enable continuous CD on the RigidBody
(
continuous_cd) or use a raycast-based check. intersect_rayexcludes its own body? Passquery.exclude = [self.get_rid()](anArray[RID], not an array of nodes) to skip self-hits.
Jolt Physics (3D) differences
face_indexis always-1inintersect_ray()/RayCast3Dresults under Jolt. Turn on Project Settings > Physics > Jolt Physics 3D > Queries > Enable Ray Cast Face Index if you need it (it costs roughly 25% more memory forConcavePolygonShape3D).- A joint with only one body gets inverted limits after switching engines. Jolt treats
the lone body as
node_bwithnode_aas the world; GodotPhysics3D always treats it asnode_a. Assign the body to the slot Jolt expects, or use Physics > Jolt Physics 3D > Joints > World Node for compatibility with an older project. - Joint soft-limit properties do nothing under Jolt:
bias/damping/impulse_clamponPinJoint3D;bias/softness/relaxationonHingeJoint3DandConeTwistJoint3D;angular_*and limit softness/restitution/damping onSliderJoint3D; limit softness/restitution/damping/erp onGeneric6DOFJoint3D. Godot warns when they are set to non-default values. - A frozen kinematic
RigidBody3Dreports no contacts with static or kinematic bodies, even withmax_contacts_reported > 0. Enable Physics > Jolt Physics 3D > Simulation > Generate All Kinematic Contacts if gameplay depends on those contacts. - Shape
marginshrinks the shape instead of padding it under Jolt, so sizes stay true but shape queries can return odd normals on small shapes; the effective margin comes from Physics > Jolt Physics 3D > Collisions > Collision Margin Fraction. Area3Dnow firesbody_enteredforSoftBody3Dunder Jolt (GodotPhysics3D never did). Filter soft bodies out with layers/masks if the old behavior is expected.- A
WorldBoundaryShape3Dfloor sits at the wrong height after upgrading to 4.7 → under Jolt, 4.7 readsplane.dwith Godot's sign convention, the opposite of 4.6; flip the sign ofdin projects tuned on 4.6. Jolt also caps the plane's effective size (Physics > Jolt Physics 3D > Limits > World Boundary Shape Size), so bodies far from the origin can fall off an "infinite" floor.
References
- For
_integrate_forces, joints, one-way collision,PhysicsServerdirect access, shape queries (intersect_shape), and 3Dmove_and_collide, readreferences/bodies-and-queries.md. - Jolt specifics: Godot docs "Using Jolt Physics"
(
https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html).
Related skills
godot-2d-movement— kinematicCharacterBody2Dcontrollers.godot-tilemap— tile collision shapes and their layers.physics-tuning— engine-agnostic feel: timestep, mass, drag, CCD.godot-3d-essentials— 3D scene setup these bodies live in.
FAQ
What does the godot-physics skill do?
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
How do I install godot-physics?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics 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-physics/ (personal) or .claude/skills/godot-physics/ (project).
Which AI agents can use godot-physics?
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-physics 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-physics?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,655 recorded installs.
More from gamedev-skills/awesome-gamedev-agent-skills
game-feel
gamedev-skills/awesome-gamedev-agent-skills
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
game-ui-ux
gamedev-skills/awesome-gamedev-agent-skills
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
level-design
gamedev-skills/awesome-gamedev-agent-skills
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
performance-optimization
gamedev-skills/awesome-gamedev-agent-skills
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
game-ai
gamedev-skills/awesome-gamedev-agent-skills
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A, navmesh, seek, or patrol/chase.
audio-design
gamedev-skills/awesome-gamedev-agent-skills
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
Popular education & science skills
teach
mattpocock/skills
Teach the user a new skill or concept, within this workspace.
scaffold-exercises
mattpocock/skills
Create exercise directory structures with sections, problems, solutions, and explainers that pass linting. Use when user wants to scaffold exercises, create exercise stubs, or set up a new course section.
paper-context-resolver
lllllllama/rigorpilot-skills
Rigor Paper Context helper for README-first deep learning repo reproduction. Use only when the README and repository files leave a narrow reproduction-critical gap and the task is to resolve a specific paper detail such as dataset split, preprocessing, evaluation protocol, checkpoint mapping, or runtime assumption from primary paper sources while recording conflicts. Do not use for general paper summary, repo scanning, environment setup, command execution, title-only paper lookup, or replacing README guidance by default.
caveman-learn
juliusbrussee/caveman
Act on a Caveman learn report - review the ranked token sinks, apply cost-lowering fixes with per-edit consent, and report what those fixes returned. Use when asked to lower an agent's token cost, what caveman has saved, to trim a heavy CLAUDE.md, or to offload re-pasted context into cavemem.
gsap-plugins
greensock/gsap-skills
Official GSAP skill for GSAP plugins — registration, ScrollToPlugin, ScrollSmoother, Flip, Draggable, Inertia, Observer, SplitText, ScrambleText, SVG and physics plugins, CustomEase, EasePack, CustomWiggle, CustomBounce, GSDevTools. Use when the user asks about a GSAP plugin, scroll-to, flip animations, draggable, SVG drawing, or plugin registration.
teach-impeccable
pbakaus/impeccable
DEPRECATED: Use /impeccable teach instead. This command has been folded into the impeccable skill.