godot-2d-physics — Claude Code skill: what it does, how to install
Guides coding agents through Godot 2D physics architecture. Prevents common pitfalls across collision layers, raycasts, and custom space queries.
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-2d-physics -a claude-codeWhat godot-2d-physics does
This skill provides strict guardrails for Godot 2D physics implementation. It stops the agent from scaling CollisionShape2D nodes directly and prevents mixing up collision_layer with collision_mask. Bodies must stay inside _physics_process().
The skill routes tasks to specialized GDScript files instead of generic code. It points the agent to physics_server_swarm.gd for thousands of projectiles, shapecast_aoe.gd for combat volumes, and raycast_vision_stack.gd for vision cones. Polling get_overlapping_bodies() every frame is replaced with signal caching.
Mind the low-level cleanup. Any RID created through PhysicsServer2D requires manual deletion, or memory will leak permanently. Continuous collision detection should also stay disabled on slow props to prevent unnecessary CPU load.
What it helps with
- configure collision layer and mask matrices
- handle high-density swarms using PhysicsServer2D
- query manual raycasts mid-frame with force_raycast_update
- eliminate physics jitter on high-refresh displays
Example prompts for the agent
- Configure separate collision layers and masks for enemies and walls in Godot
- Implement line-of-sight raycasting using PhysicsDirectSpaceState2D
- Move bullet swarm logic from Area2D to PhysicsServer2D
How to install godot-2d-physics
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-2d-physics -a claude-code2Manually: put the files in place
~/.claude/skills/godot-2d-physics/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/godot-2d-physics/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-2d-physics -a codex2Manually: put the files in place
.agents/skills/godot-2d-physics/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-2d-physics -a cursor2Manually: put the files in place
.cursor/skills/godot-2d-physics/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-2d-physics2Manually: put the files in place
.github/skills/godot-2d-physics/SKILL.md1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-2d-physics -a gemini-cli2Platform CLI
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-2d-physicsManually: put the files in place
.devin/skills/godot-2d-physics/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-2d-physics -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about godot-2d-physics
How to install godot-2d-physics in Claude Code?
Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-2d-physics -a claude-code in your terminal.
What does godot-2d-physics do?
It supplies strict anti-patterns and GDScript workflows for Godot 2D physics, preventing common transform scaling bugs and timing mistakes.
Why does the skill restrict continuous collision detection?
Continuous collision detection creates notable CPU overhead. It should stay off on slow bodies and only protect high-speed projectiles from tunneling.