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.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-physics-3d
High-performance 3D simulation: body choice, CCD, stairs, vehicles, ragdolls, SoftBody — routed through scripts.
PhysicsBody3D nodes in _process() — Use _physics_process(). Moving bodies outside the physics step causes visual jitter and unreliable collision detection [12, 13].shape properties (height, radius, size) instead.RigidBody3D transforms directly — This ignores the physics solver. Use apply_impulse(), apply_torque(), or the _integrate_forces() callback for safe manipulation [17].RigidBody3D for platformer player controllers — RigidBody is for objects driven by physics. For refined movement, use CharacterBody3D with move_and_slide() [move_and_slide].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.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].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.collision_layer and collision_mask properly — If everything is on layer 1, performance will tank from redundant checks. Categorize your world.Area3D for high-frequency blocking — Areas are for detection. For walls/barriers, use StaticBody3D to ensure immediate, robust containment.plane.d sign convention flipped vs 4.6 — flip sign to match prior behavior.linear_stiffness and damping_coefficient.> MANDATORY — load the script for the chosen row before writing movement or sim code.
>
> Do NOT Load every physics script for one controller.
| Need / symptom | Body / API | Script |
|----------------|------------|--------|
| Player locomotion, stairs, slopes | CharacterBody3D | MANDATORY kinematic_3d_stairs_logic.gd + shapecast_3d_ground_check.gd |
| Debris, props, impulse-driven objects | RigidBody3D | NEVER + impulses; layers via physics_layers_3d_config.gd |
| Racing / wheeled sim | VehicleBody3D | MANDATORY vehicle_simulation_tuning.gd |
| Arcade hover / simple cars | Custom CharacterBody3D + rays | Prefer stairs/ray scripts; avoid full VehicleBody |
| Death / blend to physics pose | PhysicalBone3D / Skeleton | MANDATORY ragdoll_manager.gd |
| Cloaks, soft cloth, foliage soft | SoftBody3D | MANDATORY soft_body_3d_interaction.gd |
| Tunneling bullets | CCD / server bullets | MANDATORY physics_ccd_3d_projectile.gd or physics_server_3d_bullets.gd |
| Joint snap / destructibles | Joint3D stress | joint_3d_breakage_logic.gd |
| Gravity wells / zero-G | Area priority | custom_gravity_well_3d.gd |
| LOS / AI vision | Direct space state | ray_query_3d_vision.gd |
| Debug hit normals | visualizer | raycast_visualizer.gd |
plane.d sign flipped under Jolt vs 4.6 — flip when migrating.Procedural stair-step + snap for CharacterBody3D.
Volume ground/stair detection (rays tunnel).
Animation → PhysicalBone simulation transition, impulses, cleanup.
VehicleBody3D / VehicleWheel3D arcade vs sim knobs.
SoftBody3D flags and attachments after 4.7 mass defaults.
CCD / sub-step anti-tunneling for small fast bodies.
RID bullets at scale with mandatory free_rid().
Named 3D collision matrix architecture.
Planet / zero-G Area3D gravity priority.
Joint stress monitoring and procedural snaps.
Low-level LOS / AI vision queries.
In-game ray hit/normal debug draw.
Generic6DOFJoint3D over stacking specialized joints unless you need a specific node UX.> 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.
CollisionShape3D breaks normals and contacts._integrate_forces instead of fighting the solver with per-frame transforms.PhysicalBoneSimulator3D / PhysicalBone3D setup for death sims and animation↔physics handoff.RayCast3D vs PhysicsDirectSpaceState3D queries, exclusions, and space access during the physics tick.free_rid cleanup.RayCast3D misses ledges or uneven floors._physics_process discipline underpin server-side and CharacterBody3D patterns here.body_entered / contact-monitor wiring needs clean ownership so Area3D gravity wells and CCD hits do not spam.PhysicalBoneSimulator3D.PhysicsServer3D swarms, soft bodies, or CCD counts become bottlenecks.VehicleBody3D suspension/friction tuning and drift feel consume the vehicle and Jolt guidance here.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.).
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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
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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-physics-3d 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.