godot-physics
Godot physics skill for rigid bodies, areas, collision layers, and raycasting.
npx skills add a5c-ai/babysitter --skill godot-physics --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# Godot Physics Skill Physics system implementation for Godot Engine. ## Overview This skill provides capabilities for implementing physics-based gameplay in Godot. ## Capabilities - Configure RigidBody2D/3D - Set up collision layers and masks - Implement raycasting and shape casting - Handle Area2D/3D triggers - Configure physics materials ## Usage Patterns ```gdscript extends RigidBody2D func _physics_process(delta): var space_state = get_world_2d().direct_space_state var query = PhysicsRayQueryParameters2D.create(position, target) var result = space_state.intersect_ray(query) ``` ## References - [Godot Physics](https://docs.godotengine.org/en/stable/tutorials/physics/)
- Overview
- Capabilities
- Usage Patterns
- References
What does the godot-physics skill do?
Godot physics skill for rigid bodies, areas, collision layers, and raycasting.
How do I install it?
Run `npx skills add a5c-ai/babysitter --skill godot-physics --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From a5c-ai/babysitter, a repository with 1,642 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
