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, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-characterbody-2d
Expert CharacterBody2D feel systems — not beginner move_and_slide tutorials.
RigidBody2D for standard player controllers — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always use CharacterBody2D.velocity by delta before move_and_slide() — move_and_slide() handles delta internally. Manual multiplication makes movement framerate-dependent.global_position updates for gameplay movement — Use velocity + move_and_slide(). Direct position hacks bypass collision, floor snap, and one-way rules.position.y — Use one-way collision shapes + layer/mask (and temporary mask disable / collide-with-areas patterns). See godot-2d-physics.move_and_slide() — is_on_floor(), is_on_wall(), is_on_ceiling(), and slide collisions drive coyote, wall jump, and bonk logic.floor_snap_length for fast stair-climbing — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic.is_on_floor() is true — Constant downward force causes micro-jitter and fights floor-snap. Reset velocity.y on land.Area2D as primary ground detection — Prefer is_on_floor() / shapecasts; Areas are for triggers, not floor truth.velocity.y when is_on_ceiling() or the player floats into the ceiling until gravity wins._process only (subpixel_movement_rounding.gd).queue_free() for hordes — Pool bullets/enemies when spawn/despawn is frequent (performance_character_pooling.gd).CollisionShape2D affects platformer feel — align with movement normals.| Need | Body |
|------|------|
| Feel-driven player / NPC / enemy locomotion | CharacterBody2D |
| Rolling debris, ragdoll-ish props, force piles | RigidBody2D |
| Static level colliders | StaticBody2D / TileMapLayer physics |
| Task | Do First | Then (optional) | Do NOT Load |
|------|----------|-----------------|-------------|
| Platformer foundation (coyote, buffer, accel/friction) | expert_physics_2d.gd | — | Inline tutorial controllers |
| Isolate coyote/buffer only | frame_perfect_coyote_time.gd | — | Duplicate coyote blocks in SKILL |
| Variable jump / short hop | variable_jump_height.gd | — | — |
| Slopes / stairs | slope_stair_snapping.gd | godot-raycasting-queries | — |
| Wall slide / wall jump | wall_slide_jump_refined.gd or wall_jump_controller.gd | — | Both unless comparing |
| Dash + i-frames | dash_state_controller.gd or dash_controller.gd | — | Both unless comparing |
| Air control polish | aerial_drift_acceleration.gd | — | — |
| Ceiling stick / bonk | ceiling_bonk_detection.gd | — | — |
| Knockback / wind impulses | impulse_response_handler.gd | — | — |
| Pixel-art visuals | subpixel_movement_rounding.gd | — | Rounding global_position in physics |
| Many AI bodies | performance_character_pooling.gd | — | — |
| One-way platforms | Tile/StaticBody one-way + layers/masks | godot-tilemap-mastery / godot-2d-physics | position.y += 1 drop-through hacks |
| Top-down / tank locomotion | movement-recipes.md | — | Inline 8-way tutorials |
| Jump arc debug tuning | game_feel_profiler.gd | — | — |
| Animation root motion | root_motion_controller.gd | godot-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.
CollisionShape2D one-way / TileSet physics one-way), not by teleporting the player.move_and_slide with position nudges.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.
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.
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.
> 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.
move_and_slide / floor-wall-ceiling contracts; do not set position for gameplay motion.velocity, snap, is_on_floor / wall / ceiling, and slide-collision accessors.CollisionShape2D nodes corrupt normals and floor detect.is_on_floor().get_slide_collision for wall jumps and ceiling bonks._physics_process, timers, and move_toward discipline underpin every movement script here.is_on_* helpers.move_and_slide._physics_process switches.velocity + slide loop.A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
Extracts and analyzes competitors' ads from ad libraries (Facebook, LinkedIn, etc.) to understand what messaging, problems, and creative approaches are working. Helps inspire and improve your own ad campaigns.
Identifies high-quality leads for your product or service by analyzing your business, searching for target companies, and providing actionable contact strategies. Perfect for sales, business development, and marketing professionals.
Analyzes your recent Claude Code chat history to identify coding patterns, development gaps, and areas for improvement, curates relevant learning resources from HackerNews, and automatically sends a personalized growth report to your Slack DMs.
Complete App Store Optimization (ASO) toolkit for researching, optimizing, and tracking mobile app performance on Apple App Store and Google Play Store
NGS analysis toolkit. BAM to bigWig conversion, QC (correlation, PCA, fingerprints), heatmaps/profiles (TSS, peaks), for ChIP-seq, RNA-seq, ATAC-seq visualization.
Materials science toolkit. Crystal structures (CIF, POSCAR), phase diagrams, band structure, DOS, Materials Project integration, format conversion, for computational materials science.
Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.
Take thedivergentai/godot-characterbody-2d from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.