MCPInstall

godot-characterbody-2d

Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, moveandslide, isonfloor, coyotetime, jumpbuffer, velocity, getslidecollision, onewayplatforms, statemachine.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-characterbody-2d
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads godot-characterbody-2d automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

CharacterBody2D Implementation

Expert CharacterBody2D feel systems — not beginner move_and_slide tutorials.

NEVER Do

  • NEVER use RigidBody2D for standard player controllers — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always use CharacterBody2D.
  • NEVER multiply velocity by delta before move_and_slide() — move_and_slide() handles delta internally. Manual multiplication makes movement framerate-dependent.
  • NEVER use global_position updates for gameplay movement — Use velocity + move_and_slide(). Direct position hacks bypass collision, floor snap, and one-way rules.
  • NEVER "fall through" one-ways by nudging position.y — Use one-way collision shapes + layer/mask (and temporary mask disable / collide-with-areas patterns). See godot-2d-physics.
  • NEVER ignore floor/wall/ceiling state right after move_and_slide() — is_on_floor(), is_on_wall(), is_on_ceiling(), and slide collisions drive coyote, wall jump, and bonk logic.
  • NEVER rely on default floor_snap_length for fast stair-climbing — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic.
  • NEVER apply gravity while is_on_floor() is true — Constant downward force causes micro-jitter and fights floor-snap. Reset velocity.y on land.
  • NEVER use Area2D as primary ground detection — Prefer is_on_floor() / shapecasts; Areas are for triggers, not floor truth.
  • NEVER forget ceiling bonk — Reset velocity.y when is_on_ceiling() or the player floats into the ceiling until gravity wins.
  • NEVER round physics positions for pixel art — Keep physics high-precision; round sprite positions in _process only (subpixel_movement_rounding.gd).
  • NEVER spam queue_free() for hordes — Pool bullets/enemies when spawn/despawn is frequent (performance_character_pooling.gd).

When to Use CharacterBody2D

NeedBody
Feel-driven player / NPC / enemy locomotionCharacterBody2D
Rolling debris, ragdoll-ish props, force pilesRigidBody2D
Static level collidersStaticBody2D / TileMapLayer physics

Decision Tree → MANDATORY Scripts

TaskDo FirstThen (optional)Do NOT Load
Platformer foundation (coyote, buffer, accel/friction)expert_physics_2d.gd—Inline tutorial controllers
Isolate coyote/buffer onlyframe_perfect_coyote_time.gd—Duplicate coyote blocks in SKILL
Variable jump / short hopvariable_jump_height.gd——
Slopes / stairsslope_stair_snapping.gdgodot-raycasting-queries—
Wall slide / wall jumpwall_slide_jump_refined.gd or wall_jump_controller.gd—Both unless comparing
Dash + i-framesdash_state_controller.gd or dash_controller.gd—Both unless comparing
Air control polishaerial_drift_acceleration.gd——
Ceiling stick / bonkceiling_bonk_detection.gd——
Knockback / wind impulsesimpulse_response_handler.gd——
Pixel-art visualssubpixel_movement_rounding.gd—Rounding global_position in physics
Many AI bodiesperformance_character_pooling.gd——
One-way platformsTile/StaticBody one-way + layers/masksgodot-tilemap-mastery / godot-2d-physicsposition.y += 1 drop-through hacks
Top-down / tank locomotionmovement-recipes.md—Inline 8-way tutorials
Jump arc debug tuninggame_feel_profiler.gd——
Animation root motionroot_motion_controller.gdgodot-2d-animation—

Golden path: Read expert_physics_2d.gd first. Add dash/wall/jump scripts only after that controller is in place. Do not re-inline coyote/buffer/accel loops in the scene when the script already owns them.

One-Way Platforms (correct recipe)

  1. Author one-way on the platform collider (CollisionShape2D one-way / TileSet physics one-way), not by teleporting the player.
  2. Put platforms and player on explicit collision layers/masks so drop-through can temporarily clear the platform bit (or disable collide-with) while holding down + jump — then restore next physics frames.
  3. Keep drop-through on the physics tick; never bypass move_and_slide with position nudges.
  4. For tile one-ways, align TileSet physics layers with CharacterBody masks — see godot-tilemap-mastery + godot-2d-physics.

Expert Character Architectures

1. Wall Cling (Variable Friction)

Monitor is_on_wall() while falling; scale velocity.y by a friction factor (optionally from tile custom data) instead of a binary wall-slide bool. Prefer wall_slide_jump_refined.gd over a bespoke cling fork.

2. Animation-Driven Movement (Root Motion)

Pull AnimationTree.get_root_motion_position(), convert to 2D, assign velocity = motion / delta, then move_and_slide(). Keeps feet locked to authored clips; pair with godot-2d-animation.

3. Game-Feel Profiler (Jump Arcs)

Debug-draw historical positions + current velocity in _draw() to visualize apex, coyote, and buffer windows while tuning exports on expert_physics_2d.gd — game_feel_profiler.gd.

MANDATORY for top-down/tank recipes, moving platforms, slide-collision response, and gotcha tables: movement-recipes.md. Do NOT Load when expert_physics_2d.gd already covers your platformer scope.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation

  • Using CharacterBody2D — Canonical move_and_slide / floor-wall-ceiling contracts; do not set position for gameplay motion.
  • CharacterBody2D — API for velocity, snap, is_on_floor / wall / ceiling, and slide-collision accessors.
  • Physics introduction — Why CharacterBody vs RigidBody/StaticBody, and how layers/masks gate every contact.
  • Collision shapes (2D) — Capsule/box sizing and why scaled CollisionShape2D nodes corrupt normals and floor detect.
  • 2D movement — Input axes into velocity for top-down and platformer starters before juice systems.
  • Kinematic character (2D) — Classic slide/collision loop patterns that still inform custom stair and slope handling.
  • Troubleshooting physics issues — One-way platforms, tunneling, and jitter diagnoses that show up in CharacterBody feel bugs.
  • Ray-casting — Direct-space rays for stair snaps, ledge checks, and ground probes beyond is_on_floor().
  • KinematicCollision2D — Per-slide normals/remainders from get_slide_collision for wall jumps and ceiling bonks.
  • Physics interpolation introduction — Smooth visuals at high refresh while keeping jump/coyote logic on the physics tick.
  • InputEvent — Action just-pressed timing that jump buffers and coyote windows depend on.

Related Skills

Prerequisites

  • godot-project-foundations — Default gravity, physics tick rate, and 2D layer names must be set before coyote/jump feel is tunable.
  • godot-gdscript-mastery — Typed _physics_process, timers, and move_toward discipline underpin every movement script here.
  • godot-2d-physics — Collision layer/mask matrices, one-way shapes, and query hygiene CharacterBody motion sits on.
  • godot-input-handling — Physics-step action sampling so jump buffer / coyote windows stay frame-stable.

Complements

  • godot-raycasting-queries — Stair snaps, wall cling probes, and ledge rays that extend beyond is_on_* helpers.
  • godot-tilemap-mastery — One-way tiles and tile physics layers must match CharacterBody masks for platforms.
  • godot-2d-animation — Drive walk/jump/fall clips from floor/air/dash state without fighting move_and_slide.
  • godot-state-machine-advanced — Dash, wall-slide, and airborne states scale cleaner than giant _physics_process switches.
  • godot-camera-systems — Follow/look-ahead cameras couple tightly to CharacterBody velocity and landing snaps.
  • godot-signal-architecture — Landed/dashed/wall-jumped events need clean ownership so UI/VFX listeners do not spam.

Downstream / consumers

  • godot-genre-platformer — Genre-level platformer feel consumes coyote, buffer, slopes, and one-ways from this skill.
  • godot-genre-metroidvania — Ability-gated movement (wall jump, dash) builds on the controllers defined here.
  • godot-combat-system — Knockback and hitstun apply impulses through the same velocity + slide loop.
  • godot-monte-carlo-balancer — Coyote frames, jump height, dash cooldown, and air accel are balance knobs — simulate them instead of guessing.

Master

  • godot-master — Library router and mirrored entry point for CharacterBody2D alongside sibling domains.

FAQ

What does the godot-characterbody-2d skill do?

Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, moveandslide, isonfloor, coyotetime, jumpbuffer, velocity, getslidecollision, onewayplatforms, statemachine.

How do I install godot-characterbody-2d?

Run npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-characterbody-2d 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-characterbody-2d/ (personal) or .claude/skills/godot-characterbody-2d/ (project).

Which AI agents can use godot-characterbody-2d?

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-characterbody-2d safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains godot-characterbody-2d?

It is published by thedivergentai in thedivergentai/game-dev-agentic-skills. It has 544 recorded installs.

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