godot-physics — Claude Code skill: what it does, how to install
Configures Godot 4.7 2D and 3D physics bodies, collision layers, Area triggers, and raycasts. It prevents jitter and collision mask misconfigurations.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -a claude-codeWhat godot-physics does
The skill guides agents on handling 2D and 3D physics in Godot 4.7. It covers choosing the right node: StaticBody for immovable surfaces, RigidBody for simulated objects, and Area for triggers or hurtboxes. Clear rules prevent confusion between collision layers and masks, so nodes scan only the intended targets.
Detection patterns include body_entered signals on Area nodes, frame-polled RayCast2D/RayCast3D, and direct queries via PhysicsRayQueryParameters2D with intersect_ray. The rules forbid moving a RigidBody by setting its position directly, which causes tunneling. You must apply forces, central impulses, or modify linear_velocity.
Projects created in Godot 4.6 or later run Jolt Physics for 3D by default. This engine returns -1 for face_index in raycasts unless explicitly enabled in project settings, which costs roughly 25% extra memory for ConcavePolygonShape3D. The skill does not handle kinematic controllers with move_and_slide or tilemap collisions.
What it helps with
- configure collision layers and masks in GDScript code
- build trigger and hurtbox zones using Area2D or Area3D signals
- apply central forces and impulses to a RigidBody3D without tunneling
- query ground surfaces with PhysicsRayQueryParameters2D and intersect_ray
Example prompts for the agent
- Configure player collision layers in GDScript so layer 1 scans layers 2 and 3
- Create an Area2D damage trigger that connects to body_entered
- Cast a ray downward using PhysicsRayQueryParameters2D and exclude the caller RID
How to install godot-physics
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -a claude-code2Manually: put the files in place
~/.claude/skills/godot-physics/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/godot-physics/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -a codex2Manually: put the files in place
.agents/skills/godot-physics/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -a cursor2Manually: put the files in place
.cursor/skills/godot-physics/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-physics2Manually: put the files in place
.github/skills/godot-physics/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/godot/godot-physicsManually: put the files in place
.devin/skills/godot-physics/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →Similar
Questions about godot-physics
How to install godot-physics in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -a claude-code. The file will be placed in ~/.claude/skills/godot-physics/SKILL.md.
What does the godot-physics skill do?
It teaches coding agents how to set up Godot 4.7 physics bodies, configure collision layer bits, detect overlaps, and handle raycasting queries.
Why is face_index returning -1 in Godot 3D raycasts?
Godot 4.6+ defaults to Jolt Physics in 3D, which returns -1 for face_index. You must enable Ray Cast Face Index in Project Settings, which increases ConcavePolygonShape3D memory by about 25%.
Source text
SKILL.md · Apache-2.0
---
name: godot-physics
description: >
Use Godot 4.7 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), including
3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
---
# 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 4.7**. In 3D, projects created with Godot 4.6 or later run **Jolt Physics** by
default; older projects keep **GodotPhysics3D** unless someone switched them. 2D always
uses Godot's own 2D engine.
## 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. **For 3D, check which engine runs** before debugging behavior: Project Settings >
Physics > 3D > Physics Engine (`[physics]` `3d/physics_engine="Jolt Physics"` in
`project.godot`). Projects created in 4.6+ get Jolt written there by default; with no
such line (`DEFAULT`) the engine is GodotPhysics3D. The API is the same, but joints,
ray-cast face indices, kinematic contacts, and collision margins behave differently
(see Pitfalls).
2. **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.
3. **Configure layers and masks.** A body is *on* its **layers** and *scans for* its
**masks**. Two bodies interact only if one's layer is in the other's mask. Name layers
in Project Settings > Layer Names for clarity.
4. **Detect overlaps** with `Area` signals (`body_entered`, `area_entered`).
5. **Drive RigidBodies with forces/impulses**, or override `_integrate_forces` for full
control.
6. **Cast rays** with a `RayCast2D/3D` node (polled each frame) or a one-shot space-state
query from code.
## Patterns
### 1. Collision layers vs masks (set from code)
```gdscript
# Player is on layer 1, scans layers 2 (walls) and 3 (enemies).
func _ready() -> void:
set_collision_layer_value(1, true) # I am on layer 1
set_collision_mask_value(2, true) # I collide with things on layer 2
set_collision_mask_value(3, true) # ...and layer 3
# Bit-field forms also exist: collision_layer = 1; collision_mask = 0b110
```
### 2. Area2D as a trigger / hurtbox
```gdscript
extends Area2D # e.g. a damage zone
func _ready() -> void:
body_entered.connect(_on_body_entered)
area_entered.connect(_on_area_entered)
func _on_body_entered(body: Node2D) -> void:
if body.has_method("take_damage"):
body.take_damage(10)
func _on_area_entered(area: Area2D) -> void:
print("Overlapped area: ", area.name)
```
### 3. Applying force and impulse to a RigidBody3D
```gdscript
extends RigidBody3D
func push(direction: Vector3) -> void:
apply_central_impulse(direction * 8.0) # instantaneous velocity change
func _physics_process(_delta: float) -> void:
apply_central_force(Vector3.FORWARD * 4.0) # continuous force (per tick)
# Never set `position` on a RigidBody to move it; use forces/impulses or
# set linear_velocity. Use freeze=true if you must hold it in place.
```
### 4. Raycast two ways
```gdscript
# A) RayCast2D node: enable it, then poll after physics has updated.
@onready var ray: RayCast2D = $RayCast2D # set target_position in the editor
func _physics_process(_delta: float) -> void:
if ray.is_colliding():
var hit := ray.get_collider()
var point := ray.get_collision_point()
# B) One-shot query from code (no node needed).
func ground_under(global_from: Vector2) -> Dictionary:
var space := get_world_2d().direct_space_state
var query := PhysicsRayQueryParameters2D.create(global_from, global_from + Vector2(0, 64))
query.collision_mask = 1 # only layer 1
return space.intersect_ray(query) # {} if nothing hit, else collider/position/normal
```
## Pitfalls
- **Layer vs mask confusion** is the #1 bug. Layer = "what I am"; mask = "what I look
for". For A to detect B, B's layer must be in A's mask. Detection can be one-directional.
- **Moving a RigidBody by `position`** fights the solver and causes tunneling/jitter.
Use impulses/forces, set `linear_velocity`, or `freeze` it. To teleport, set position
and zero the velocities inside `_integrate_forces`.
- **`Area` doesn't fire** when neither monitoring nor monitorable is set, or layers/masks
don't overlap. `monitoring` must be on for the Area to detect; `monitorable` lets others
detect it.
- **RayCast2D/3D read stale or no data** if `enabled` is false, or if you read it before
physics updated — read in `_physics_process`, and call `force_raycast_update()` after
moving it within the same tick.
- **Forgetting a `CollisionShape`** (or leaving it empty) means the body never collides.
- **Fast objects tunnel** through thin walls; enable **continuous CD** on the RigidBody
(`continuous_cd`) or use a raycast-based check.
- **`intersect_ray` excludes its own body?** Pass `query.exclude = [self.get_rid()]` (an
`Array[RID]`, not an array of nodes) to skip self-hits.
### Jolt Physics (3D) differences
- **`face_index` is always `-1`** in `intersect_ray()` / `RayCast3D` results under Jolt.
Turn on Project Settings > Physics > Jolt Physics 3D > Queries > Enable Ray Cast Face
Index if you need it (it costs roughly 25% more memory for `ConcavePolygonShape3D`).
- **A joint with only one body gets inverted limits after switching engines.** Jolt treats
the lone body as `node_b` with `node_a` as the world; GodotPhysics3D always treats it as
`node_a`. Assign the body to the slot Jolt expects, or use Physics > Jolt Physics 3D >
Joints > World Node for compatibility with an older project.
- **Joint soft-limit properties do nothing** under Jolt: `bias`/`damping`/`impulse_clamp` on
`PinJoint3D`; `bias`/`softness`/`relaxation` on `HingeJoint3D` and `ConeTwistJoint3D`;
`angular_*` and limit softness/restitution/damping on `SliderJoint3D`; limit
softness/restitution/damping/erp on `Generic6DOFJoint3D`. Godot warns when they are set
to non-default values.
- **A frozen kinematic `RigidBody3D` reports no contacts** with static or kinematic bodies,
even with `max_contacts_reported > 0`. Enable Physics > Jolt Physics 3D > Simulation >
Generate All Kinematic Contacts if gameplay depends on those contacts.
- **Shape `margin` shrinks the shape instead of padding it** under Jolt, so sizes stay
true but shape queries can return odd normals on small shapes; the effective margin comes
from Physics > Jolt Physics 3D > Collisions > Collision Margin Fraction.
- **`Area3D` now fires `body_entered` for `SoftBody3D`** under Jolt (GodotPhysics3D never
did). Filter soft bodies out with layers/masks if the old behavior is expected.
- **A `WorldBoundaryShape3D` floor sits at the wrong height after upgrading to 4.7** → under
Jolt, 4.7 reads `plane.d` with Godot's sign convention, the opposite of 4.6; flip the sign
of `d` in projects tuned on 4.6. Jolt also caps the plane's effective size (Physics > Jolt
Physics 3D > Limits > World Boundary Shape Size), so bodies far from the origin can fall
off an "infinite" floor.
## References
- For `_integrate_forces`, joints, one-way collision, `PhysicsServer` direct access,
shape queries (`intersect_shape`), and 3D `move_and_collide`, read
`references/bodies-and-queries.md`.
- Jolt specifics: Godot docs "Using Jolt Physics"
(`https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html`).
## Related skills
- `godot-2d-movement` — kinematic `CharacterBody2D` controllers.
- `godot-tilemap` — tile collision shapes and their layers.
- `physics-tuning` — engine-agnostic feel: timestep, mass, drag, CCD.
- `godot-3d-essentials` — 3D scene setup these bodies live in.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills