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Godot Physics Agent Skill

> 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).

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics

The instruction itself

11 sections, as written by the author

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 4.3+.

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

  • 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.

  • 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 Area signals (body_entered, area_entered).
  • Drive RigidBodies with forces/impulses, or override _integrate_forces for full

control.

  • 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.

  • 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.

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How to use it

Copy the folder

Take gamedev-skills/godot-physics from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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