godot-physics
Use Godot 4.x physics bodies and detection in 2D and 3D: RigidBody, StaticBody, 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).
npx skills add gamedev-skills/awesome-gamedev-agent-skills --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 (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 1. **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. 2. **Configure layers and masks.** A bod
- When to use
- Core workflow
- Patterns
- 1. Collision layers vs masks (set from code)
- 2. Area2D as a trigger / hurtbox
- 3. Applying force and impulse to a RigidBody3D
- 4. Raycast two ways
- Pitfalls
- References
- Related skills
What does the godot-physics skill do?
Use Godot 4.x physics bodies and detection in 2D and 3D: RigidBody, StaticBody, 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).
How do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --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 gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 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.
