Agent skill

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).

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Install
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.

Facts
Files in the skill folder: 2
SKILL.md size: 6 KB
Bundled scripts: none
Requires: Godot 4.3+
Path: skills/godot/godot-physics/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Collision layers vs masks (set from code)
  5. 2. Area2D as a trigger / hurtbox
  6. 3. Applying force and impulse to a RigidBody3D
  7. 4. Raycast two ways
  8. Pitfalls
  9. References
  10. Related skills
Ships with 1 file
  • references/bodies-and-queries.md
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About this skill
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.

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