Godot 4.7 Baseline
- Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
- Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
- NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.
Expert blueprint for platformers emphasizing movement feel, level design, and player satisfaction.
NEVER Do (Expert Anti-Patterns)
Physics & Movement Feel
- NEVER multiply velocity by
delta before move_and_slide(); the method internalizes the timestep.
- NEVER skip Coyote Time (approx 0.1s); without this grace period, jumps will feel unresponsive when walking off ledges.
- NEVER ignore Jump Buffering (approx 0.15s); players expect to jump the instant they touch the ground if they pressed the button early.
- NEVER use a fixed jump height; strictly implement Variable Jump Height (cut velocity on release) for player expression.
- NEVER forget to scale gravity by
delta before adding to velocity; gravity is an acceleration and must be frame-rate independent.
- NEVER rely on discrete collision for high-speed movement; strictly use
CCD_MODE_CAST_RAY to prevent tunneling through geometry.
- NEVER use
move_and_collide() for standard traversal; it lacks the slope/stair handling of move_and_slide().
- NEVER check coyote or buffer timers using exact equality (== 0.0); strictly use
is_equal_approx() or >= 0.0.
Polish & Level Design
- NEVER use linear camera snapping; strictly use Camera Smoothing or
lerp() to prevent motion sickness.
- NEVER skip Squash and Stretch on jump/land; movement feels weightless without these subtle visual "juice" cues.
- NEVER create Blind Jumps; strictly use camera look-ahead or zoom triggers to reveal landing zones.
- NEVER use individual
Sprite2D nodes for level geometry; strictly use TileMapLayer for optimized collision and rendering.
- NEVER use complex/concave
CollisionShape2D for the player; strictly favor primitive shapes (Capsule/Rectangle) for stability.
- NEVER use
CharacterBody2D for simple moving platforms; strictly use AnimatableBody2D and enable sync_to_physics.
- NEVER ignore
platform_on_leave for descending platforms; use PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY to preserve jump impulse.
- NEVER disable
recovery_as_collision on the player character; it is required for correct floor snapping reports.
- NEVER use the
! (NOT) operator in AnimationTree expressions; strictly use is_walking == false.
- NEVER use standard Strings for high-frequency state checks; strictly use
StringName (e.g., &"jumping").
- NEVER load heavy level chunks synchronously; strictly use
ResourceLoader.load_threaded_request() to prevent frame stutters.
- One-way collision direction is shape-relative — tune
CollisionShape2D direction for angled platforms.
Available Scripts
> MANDATORY: For movement feel, read the controller + modules — do not re-implement coyote/buffer/variable-jump inline.
Controllers (golden path)
- advanced_platformer_controller.gd — MANDATORY before any precision jump/run controller.
- platformer_controller_2d.gd — Leaner CharacterBody2D baseline when the advanced stack is overkill.
- player_ground_controller.gd — Floor constant speed + slope snap refinements.
Movement modules
- coyote_timer.gd — MANDATORY with jump feel work (or use the integrated advanced controller).
- jump_buffer.gd — MANDATORY with coyote for landing responsiveness.
- variable_jump.gd — MANDATORY for release-cutoff height expression.
- wall_slide_sensor.gd — Nodeless wall detection.
- ledge_grab_sensor.gd — Shape-query ledge grabs.
- one_way_drop_handler.gd — MANDATORY before drop-through / one-way platform input.
- custom_collision_slider.gd — High-speed inter-frame slide response.
World / camera / polish
- synchronized_platform.gd — AnimatableBody2D
sync_to_physics platforms.
- fast_projectile_ccd.gd — CCD to stop tunneling.
- platformer_animation_sync.gd — Boolean-safe AnimationTree sync.
- platformer_camera.gd — Look-ahead / smoothing (pair with
godot-camera-systems).
- game_feel_helper.gd — Tween squash/stretch on visual node (pivot at feet).
- speed_trail.gd — GPUParticles trail toggle for dash/run juice.
- checkpoint.gd — Area2D checkpoint id + SaveManager position hook.
Core Loop
Jump → Navigate Obstacles → Reach Goal → Next Level
Skill Chain
godot-project-foundations, godot-characterbody-2d, godot-input-handling, godot-2d-animation, godot-audio-systems, godot-tilemap-mastery, godot-camera-systems, godot-monte-carlo-balancer
Movement Feel — Decision Knobs (not tutorials)
> MANDATORY read: advanced_platformer_controller.gd plus coyote_timer.gd / jump_buffer.gd / variable_jump.gd. Copy those modules; do not paste coyote/buffer recipes here.
Tune only these knobs in project code after reading the scripts:
| Knob | Expert default / note |
|------|------------------------|
| Coyote window | ~0.1s — without it, ledge jumps feel broken |
| Jump buffer | ~0.15s — early press must land as jump |
| Variable jump | Cut upward velocity on release |
| Apex / fall gravity | Higher fall multiplier after apex = snappier landings |
| CCD | Enable cast-ray CCD for fast projectiles / dashes |
| Moving platforms | AnimatableBody2D + sync_to_physics; set platform_on_leave |
| One-ways | one_way_drop_handler.gd — mask/layers, not ad-hoc disable |
Ground: instant direction response. Air: slightly reduced accel. Gravity scaled by delta; never velocity *= delta before move_and_slide().
Level Design Principles
The "Teaching Trilogy"
- Introduction — safe learn → 2. Challenge — moderate risk → 3. Twist — combine / time pressure
Flow and Pacing
Easy → Easy → Medium → CHECKPOINT → Medium → Hard → CHECKPOINT → Boss
Camera
Use platformer_camera.gd / peer godot-camera-systems for look-ahead — never blind jumps.
- Precision (Celeste / Super Meat Boy) — instant respawn, tight controls, frequent checkpoints
- Collectathon — hub worlds, ability unlocks, backtracking
- Puzzle — slow pacing, environmental physics
- Metroidvania — route to
godot-genre-metroidvania
Common Pitfalls
| Pitfall | Solution |
|---------|----------|
| Floaty jumps | Increase fall gravity after apex |
| Imprecise landings | Coyote + buffer modules + land juice |
| Unfair deaths | Hazards telegraphed before contact |
| Blind jumps | Look-ahead camera / zoom triggers |
| Boring mid-game | New mechanic every 2–3 levels |
Polish Checklist
- [ ] Dust particles on land/run
- [ ] Screen shake on heavy landings (
godot-camera-systems trauma)
- [ ] Squash/stretch on jump/land (visual pivot at feet)
- [ ] SFX for jump/land/wall-slide
- [ ] Checkpoint visual/audio feedback
- [ ] Assist mode / remappable controls
> MANDATORY for depth beyond decision trees and script catalog: platformer-movement-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.
Godot-Specific Tips
- CharacterBody2D vs RigidBody2D: Always use
CharacterBody2D for platformer characters - precise control is essential
- Physics tick rate: Consider 120Hz physics for smoother movement
- One-way platforms: Use
set_collision_mask_value() or dedicated collision layers
- Wall detection: Use
is_on_wall() and get_wall_normal() for wall jumps
Example Games for Reference
- Celeste - Perfect game feel, assist mode accessibility
- Hollow Knight - Combat + platforming integration
- Super Mario Bros. Wonder - Visual polish and surprises
- Shovel Knight - Retro mechanics with modern feel
Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Using CharacterBody2D — move_and_slide floor/wall/ceiling reports, slope snap, and platform_on_leave behavior that platformer feel depends on.
- CharacterBody2D — floor_constant_speed, floor_snap_length, recovery_as_collision, and motion-mode knobs for precision controllers.
- Physics introduction — collision layers/masks for player, one-ways, hazards, and projectiles without accidental overlaps.
- Collision shapes (2D) — why capsule/rectangle player shapes stay stable vs concave geometry.
- 2D movement overview — CharacterBody vs RigidBody tradeoffs and common input→velocity patterns.
- Using TileMaps — TileMapLayer collision for level geometry instead of per-sprite StaticBodies.
- Using TileSets — one-way collision and physics layers authored in the tileset for drop-through platforms.
- AnimatableBody2D — sync_to_physics moving platforms that riders must stick to without jitter.
- Camera2D — position smoothing, drag margins, and look-ahead offsets that prevent blind jumps and motion sickness.
- Using AnimationTree — boolean advance conditions for idle/run/air states without unsafe expression negation.
- Ray-casting — nodeless wall-slide and ledge queries via PhysicsDirectSpaceState2D.
- Input examples — action just-pressed/released patterns behind jump buffer and variable jump cutoff.
Prerequisites
- godot-project-foundations — project settings, input map actions, and scene structure before wiring coyote/buffer timers.
- godot-characterbody-2d — move_and_slide grounding, slopes, and wall normals that every precision jump builds on.
- godot-input-handling — remappable jump/move actions and unhandled-input buffering for assist-mode accessibility.
Complements
- godot-2d-physics — layers, CCD, Area2D hazards, and AnimatableBody platforms beyond the controller core.
- godot-tilemap-mastery — TileMapLayer/TileSet one-ways and collision painting for teachable level geometry.
- godot-camera-systems — look-ahead, room cameras, and smoothing that reveal landings without blind jumps.
- godot-animation-tree-mastery — AnimationTree conditions synced from is_on_floor / velocity for juice-safe state graphs.
- godot-2d-animation — squash/stretch and land/run cycles that sell weight after physics resolves.
- godot-particles — dust trails and land puffs called from jump/land events.
- godot-audio-systems — jump/land/wall-slide SFX timing that reinforces responsive feel.
- godot-monte-carlo-balancer — sample coyote/buffer/gravity/jump knobs and level difficulty curves before shipping assist defaults.
Downstream / consumers
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.