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).
How do I install this agent skill?
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-physicsIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides educational content and code snippets for Godot 4 physics. It contains no security risks, external calls, or sensitive data handling.
- Socketpass
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- Snykpass
Risk: LOW · No issues
What does this agent skill do?
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 aRigidBody, 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
- Choose the body type:
StaticBody— never moves (floors, walls). Collides, no simulation.RigidBody— fully simulated (gravity, forces, bouncing). Don't set itspositiondirectly; apply forces/impulses or setlinear_velocity.CharacterBody— script-driven kinematic (seegodot-2d-movement).Area— detects overlaps and can apply gravity/damping; no solid collision. Every body needs aCollisionShape(orCollisionPolygon) child.
- 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.
- Detect overlaps with
Areasignals (body_entered,area_entered). - Drive RigidBodies with forces/impulses, or override
_integrate_forcesfor full control. - Cast rays with a
RayCast2D/3Dnode (polled each frame) or a one-shot space-state query from code.
Patterns
1. Collision layers vs masks (set from code)
# 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
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
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
# 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
positionfights the solver and causes tunneling/jitter. Use impulses/forces, setlinear_velocity, orfreezeit. To teleport, set position and zero the velocities inside_integrate_forces. Areadoesn't fire when neither monitoring nor monitorable is set, or layers/masks don't overlap.monitoringmust be on for the Area to detect;monitorablelets others detect it.- RayCast2D/3D read stale or no data if
enabledis false, or if you read it before physics updated — read in_physics_process, and callforce_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_rayexcludes its own body? Passquery.exclude = [self.get_rid()](anArray[RID], not an array of nodes) to skip self-hits.
References
- For
_integrate_forces, joints, one-way collision,PhysicsServerdirect access, shape queries (intersect_shape), and 3Dmove_and_collide, readreferences/bodies-and-queries.md.
Related skills
godot-2d-movement— kinematicCharacterBody2Dcontrollers.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.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-physics">View godot-physics on skillZs</a>