MCPInstall

godot-physics-3d

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

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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-physics-3d
  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-physics-3d 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.

3D Physics (Jolt/Native)

High-performance 3D simulation: body choice, CCD, stairs, vehicles, ragdolls, SoftBody — routed through scripts.

NEVER Do

  • NEVER move PhysicsBody3D nodes in _process() — Use _physics_process(). Moving bodies outside the physics step causes visual jitter and unreliable collision detection [12, 13].
  • NEVER scale collision shapes directly — Scaling physics shapes causes instability, inaccurate normals, and jitter. Use the shape properties (height, radius, size) instead.
  • NEVER modify RigidBody3D transforms directly — This ignores the physics solver. Use apply_impulse(), apply_torque(), or the _integrate_forces() callback for safe manipulation [17].
  • NEVER use RigidBody3D for platformer player controllers — RigidBody is for objects driven by physics. For refined movement, use CharacterBody3D with move_and_slide() [move_and_slide].
  • NEVER leave Continuous CD (CCD) enabled for static meshes — It adds heavy CPU cost. Reserve it for high-speed small objects (bullets) to prevent them from passing through walls.
  • NEVER use PhysicsServer3D RIDs without manual cleanup — RIDs are not garbage collected. If you create bodies via the server, you MUST call free_rid() when done to avoid memory leaks.
  • NEVER use RayCast3D for precise ground detection on stairs — A single ray is too thin. Use ShapeCast3D with a cylinder or sphere shape to detect walkable steps reliably [Stair Logic].
  • NEVER rely on VehicleBody3D for non-racing arcade vehicles — It's a complex sim. For arcade hovercraft or simple cars, a custom CharacterBody3D with Raycasts is often easier to tune.
  • NEVER forget to set collision_layer and collision_mask properly — If everything is on layer 1, performance will tank from redundant checks. Categorize your world.
  • NEVER use Area3D for high-frequency blocking — Areas are for detection. For walls/barriers, use StaticBody3D to ensure immediate, robust containment.

Body / Symptom Decision Tree

MANDATORY — load the script for the chosen row before writing movement or sim code.

Do NOT Load every physics script for one controller.

Need / symptomBody / APIScript
Player locomotion, stairs, slopesCharacterBody3DMANDATORY kinematic_3d_stairs_logic.gd + shapecast_3d_ground_check.gd
Debris, props, impulse-driven objectsRigidBody3DNEVER + impulses; layers via physics_layers_3d_config.gd
Racing / wheeled simVehicleBody3DMANDATORY vehicle_simulation_tuning.gd
Arcade hover / simple carsCustom CharacterBody3D + raysPrefer stairs/ray scripts; avoid full VehicleBody
Death / blend to physics posePhysicalBone3D / SkeletonMANDATORY ragdoll_manager.gd
Cloaks, soft cloth, foliage softSoftBody3DMANDATORY soft_body_3d_interaction.gd
Tunneling bulletsCCD / server bulletsMANDATORY physics_ccd_3d_projectile.gd or physics_server_3d_bullets.gd
Joint snap / destructiblesJoint3D stressjoint_3d_breakage_logic.gd
Gravity wells / zero-GArea prioritycustom_gravity_well_3d.gd
LOS / AI visionDirect space stateray_query_3d_vision.gd
Debug hit normalsvisualizerraycast_visualizer.gd

3D Layer Pitfalls (not a 2D primer)

  • Layer = what the object is; mask = what it hits. Name bits in physics_layers_3d_config.gd.
  • Do not dump a same-as-2D layers tutorial here; Official Docs cover the shared mental model.

Available Scripts

kinematic_3d_stairs_logic.gd

Procedural stair-step + snap for CharacterBody3D.

shapecast_3d_ground_check.gd

Volume ground/stair detection (rays tunnel).

ragdoll_manager.gd

Animation → PhysicalBone simulation transition, impulses, cleanup.

vehicle_simulation_tuning.gd

VehicleBody3D / VehicleWheel3D arcade vs sim knobs.

soft_body_3d_interaction.gd

SoftBody3D flags, pinning, and Jolt mass/stiffness tuning.

physics_ccd_3d_projectile.gd

CCD / sub-step anti-tunneling for small fast bodies.

physics_server_3d_bullets.gd

RID bullets at scale with mandatory free_rid().

physics_layers_3d_config.gd

Named 3D collision matrix architecture.

custom_gravity_well_3d.gd

Planet / zero-G Area3D gravity priority.

joint_3d_breakage_logic.gd

Joint stress monitoring and procedural snaps.

ray_query_3d_vision.gd

Low-level LOS / AI vision queries.

raycast_visualizer.gd

In-game ray hit/normal debug draw.

Expert Pointers (Jolt)

  • Prefer Generic6DOFJoint3D over stacking specialized joints unless you need a specific node UX.
  • Ragdoll/vehicle/soft samples live in scripts above — do not expand Create Physical Skeleton editor tutorials in this body.
  • Version-specific Jolt/soft-body upgrade steps: migration-notes.md.

Deep dives (on demand)

  • Hover ray constraints, Jolt suspension tuning, ragdoll influence blend → expert-3d-constraints.md
  • Scripts: hover_constraint_3d.gd, ragdoll_blender.gd

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

  • Physics introduction — Layers vs masks, body types, and the shared 2D/3D collision mental model every 3D setup depends on.
  • Collision shapes (3D) — Primitive vs convex/concave shapes and why scaling CollisionShape3D breaks normals and contacts.
  • Using Jolt Physics — Engine switch, joint-property gaps vs Godot Physics, and project-setting caveats for stable 3D sims.
  • Using RigidBody — Safe control via forces, impulses, and _integrate_forces instead of fighting the solver with per-frame transforms.
  • Ragdoll system — PhysicalBoneSimulator3D / PhysicalBone3D setup for death sims and animation↔physics handoff.
  • Using SoftBody3D — Cloth/flag deformation, pinning, and why Jolt is preferred for soft-body robustness.
  • Ray-casting — RayCast3D vs PhysicsDirectSpaceState3D queries, exclusions, and space access during the physics tick.
  • Troubleshooting physics issues — Tunneling, jitter, CCD misuse, and common layer/mask misconfigurations.
  • Physics interpolation introduction — Why fixed physics ticks stutter on high-refresh displays and when interpolation smooths 3D motion.
  • PhysicsServer3D — RID-based body/shape APIs for swarm-scale projectiles with mandatory free_rid cleanup.
  • PhysicsDirectSpaceState3D — Ray/shape/point queries for LOS, hover constraints, and custom suspensions without permanent query nodes.
  • ShapeCast3D — Volume casts for stair/ground detection when a thin RayCast3D misses ledges or uneven floors.

Related Skills

Prerequisites

  • godot-project-foundations — 3D physics engine choice, tick rate, gravity, and named layer bits must be set before matrices and Jolt tuning stay sane.
  • godot-gdscript-mastery — Typed RIDs, bitmask enums, and _physics_process discipline underpin server-side and CharacterBody3D patterns here.
  • godot-signal-architecture — body_entered / contact-monitor wiring needs clean ownership so Area3D gravity wells and CCD hits do not spam.

Complements

  • godot-2d-physics — Parallel layer/mask and body-type contracts when sharing policy across dimensions or porting mechanics.
  • godot-raycasting-queries — Deeper query-parameter recipes (masks, exclusions, shape casts) when vision/hitscan systems outgrow the basics.
  • godot-3d-world-building — Static collision from GridMap/CSG/meshes must match the same 3D layer matrix used by characters and projectiles.
  • godot-animation-tree-mastery — AnimationTree poses and state machines feed ragdoll start/stop and influence blending on PhysicalBoneSimulator3D.
  • godot-performance-optimization — Profiling and pooling guidance when PhysicsServer3D swarms, soft bodies, or CCD counts become bottlenecks.
  • godot-debugging-profiling — Visible collision shapes, contact normals, and profiler traps when diagnosing jitter, tunneling, or missed stairs.

Downstream / consumers

  • godot-combat-system — 3D hitboxes/hurtboxes and projectile CCD inherit layer/mask and space-query choices from this domain.
  • godot-genre-racing — VehicleBody3D suspension/friction tuning and drift feel consume the vehicle and Jolt guidance here.
  • godot-genre-shooter-fps — Hitscan rays, CharacterBody3D movement, and high-speed projectile CCD are direct consumers of these contracts.
  • godot-navigation-pathfinding — Agents still need physics layers for blockers and LOS; keep nav meshes and the collision world consistent.
  • godot-monte-carlo-balancer — Gravity, CCD, joint break thresholds, and hitbox size change win-rates; simulate those physics knobs instead of guessing.

Master

  • godot-master — Library router and mirrored entry point for discovering 3D physics alongside sibling domains.

FAQ

What does the godot-physics-3d skill do?

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

How do I install godot-physics-3d?

Run npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-physics-3d 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-3d/ (personal) or .claude/skills/godot-physics-3d/ (project).

Which AI agents can use godot-physics-3d?

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-3d 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-physics-3d?

It is published by thedivergentai in thedivergentai/game-dev-agentic-skills. It has 424 recorded installs.

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