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Skills/gamedev-skills/awesome-gamedev-agent-skills/godot-physics
godot-physics logo

godot-physics

gamedev-skills/awesome-gamedev-agent-skills
901 installs452 stars
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Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics

Summary

>

SKILL.md

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.

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 a RigidBody, 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

  1. Choose the body type:
  • StaticBody — never moves (floors, walls). Collides, no simulation.
  • RigidBody — fully simulated (gravity, forces, bouncing). Don't set its

position directly; apply forces/impulses or set linear_velocity.

  • CharacterBody — script-driven kinematic (see godot-2d-movement).
  • Area — detects overlaps and can apply gravity/damping; no solid collision.

Every body needs a CollisionShape (or CollisionPolygon) child.

  1. 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.

  1. Detect overlaps with Area signals (body_entered, area_entered).
  2. Drive RigidBodies with forces/impulses, or override _integrate_forces for full

control.

  1. Cast rays with a RayCast2D/3D node (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 position fights the solver and causes tunneling/jitter.

Use impulses/forces, set linear_velocity, or freeze it. To teleport, set position and zero the velocities inside _integrate_forces.

  • Area doesn't fire when neither monitoring nor monitorable is set, or layers/masks

don't overlap. monitoring must be on for the Area to detect; monitorable lets others detect it.

  • RayCast2D/3D read stale or no data if enabled is false, or if you read it before

physics updated — read in _physics_process, and call force_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_ray excludes its own body? Pass query.exclude = [self.get_rid()] (an

Array[RID], not an array of nodes) to skip self-hits.

References

  • For _integrate_forces, joints, one-way collision, PhysicsServer direct access,

shape queries (intersect_shape), and 3D move_and_collide, read references/bodies-and-queries.md.

Related skills

  • godot-2d-movement — kinematic CharacterBody2D controllers.
  • 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.

Score

0–100
55/ 100

Grade

C

Popularity15/30

901 installs — growing adoption.

Completeness19/30

Documented: full SKILL.md body, one-line install. Missing: description, category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Godot Physics skill score badge previewScore badge

Markdown

[![Godot Physics skill](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-physics/badges/score.svg)](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-physics)

HTML

<a href="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-physics"><img src="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-physics/badges/score.svg" alt="Godot Physics skill"/></a>

Godot Physics FAQ

How do I install the Godot Physics skill?

Run “npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Godot Physics skill do?

> The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Godot Physics skill free?

Yes. Godot Physics is a free, open-source skill published from gamedev-skills/awesome-gamedev-agent-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Godot Physics work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Godot Physics works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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