godot-characterbody-2d
Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-characterbody-2dIs this agent skill safe to install?
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The skill provides expert implementation patterns for CharacterBody2D in Godot, including platformer movement mechanics, collision handling, and performance optimizations. No security risks were identified.
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What does this agent skill do?
CharacterBody2D Implementation
Expert CharacterBody2D feel systems — not beginner move_and_slide tutorials.
NEVER Do
- NEVER use
RigidBody2Dfor standard player controllers — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always useCharacterBody2D. - NEVER multiply
velocitybydeltabeforemove_and_slide()—move_and_slide()handles delta internally. Manual multiplication makes movement framerate-dependent. - NEVER use
global_positionupdates for gameplay movement — Usevelocity+move_and_slide(). Direct position hacks bypass collision, floor snap, and one-way rules. - NEVER "fall through" one-ways by nudging
position.y— Use one-way collision shapes + layer/mask (and temporary mask disable / collide-with-areas patterns). See godot-2d-physics. - NEVER ignore floor/wall/ceiling state right after
move_and_slide()—is_on_floor(),is_on_wall(),is_on_ceiling(), and slide collisions drive coyote, wall jump, and bonk logic. - NEVER rely on default
floor_snap_lengthfor fast stair-climbing — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic. - NEVER apply gravity while
is_on_floor()is true — Constant downward force causes micro-jitter and fights floor-snap. Resetvelocity.yon land. - NEVER use
Area2Das primary ground detection — Preferis_on_floor()/ shapecasts; Areas are for triggers, not floor truth. - NEVER forget ceiling bonk — Reset
velocity.ywhenis_on_ceiling()or the player floats into the ceiling until gravity wins. - NEVER round physics positions for pixel art — Keep physics high-precision; round sprite positions in
_processonly (subpixel_movement_rounding.gd). - NEVER spam
queue_free()for hordes — Pool bullets/enemies when spawn/despawn is frequent (performance_character_pooling.gd).
When to Use CharacterBody2D
| Need | Body |
|---|---|
| Feel-driven player / NPC / enemy locomotion | CharacterBody2D |
| Rolling debris, ragdoll-ish props, force piles | RigidBody2D |
| Static level colliders | StaticBody2D / TileMapLayer physics |
Decision Tree → MANDATORY Scripts
| Task | Do First | Then (optional) | Do NOT Load |
|---|---|---|---|
| Platformer foundation (coyote, buffer, accel/friction) | expert_physics_2d.gd | — | Inline tutorial controllers |
| Isolate coyote/buffer only | frame_perfect_coyote_time.gd | — | Duplicate coyote blocks in SKILL |
| Variable jump / short hop | variable_jump_height.gd | — | — |
| Slopes / stairs | slope_stair_snapping.gd | godot-raycasting-queries | — |
| Wall slide / wall jump | wall_slide_jump_refined.gd or wall_jump_controller.gd | — | Both unless comparing |
| Dash + i-frames | dash_state_controller.gd or dash_controller.gd | — | Both unless comparing |
| Air control polish | aerial_drift_acceleration.gd | — | — |
| Ceiling stick / bonk | ceiling_bonk_detection.gd | — | — |
| Knockback / wind impulses | impulse_response_handler.gd | — | — |
| Pixel-art visuals | subpixel_movement_rounding.gd | — | Rounding global_position in physics |
| Many AI bodies | performance_character_pooling.gd | — | — |
| One-way platforms | Tile/StaticBody one-way + layers/masks | godot-tilemap-mastery / godot-2d-physics | position.y += 1 drop-through hacks |
| Top-down / tank locomotion | movement-recipes.md | — | Inline 8-way tutorials |
| Jump arc debug tuning | game_feel_profiler.gd | — | — |
| Animation root motion | root_motion_controller.gd | godot-2d-animation | — |
Golden path: Read expert_physics_2d.gd first. Add dash/wall/jump scripts only after that controller is in place. Do not re-inline coyote/buffer/accel loops in the scene when the script already owns them.
One-Way Platforms (correct recipe)
- Author one-way on the platform collider (
CollisionShape2Done-way / TileSet physics one-way), not by teleporting the player. - Put platforms and player on explicit collision layers/masks so drop-through can temporarily clear the platform bit (or disable collide-with) while holding down + jump — then restore next physics frames.
- Keep drop-through on the physics tick; never bypass
move_and_slidewithpositionnudges. - For tile one-ways, align TileSet physics layers with CharacterBody masks — see godot-tilemap-mastery + godot-2d-physics.
Expert Character Architectures
1. Wall Cling (Variable Friction)
Monitor is_on_wall() while falling; scale velocity.y by a friction factor (optionally from tile custom data) instead of a binary wall-slide bool. Prefer wall_slide_jump_refined.gd over a bespoke cling fork.
2. Animation-Driven Movement (Root Motion)
Pull AnimationTree.get_root_motion_position(), convert to 2D, assign velocity = motion / delta, then move_and_slide(). Keeps feet locked to authored clips; pair with godot-2d-animation.
3. Game-Feel Profiler (Jump Arcs)
Debug-draw historical positions + current velocity in _draw() to visualize apex, coyote, and buffer windows while tuning exports on expert_physics_2d.gd — game_feel_profiler.gd.
MANDATORY for top-down/tank recipes, moving platforms, slide-collision response, and gotcha tables: movement-recipes.md. Do NOT Load when expert_physics_2d.gd already covers your platformer scope.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
Official Documentation
- Using CharacterBody2D — Canonical
move_and_slide/ floor-wall-ceiling contracts; do not setpositionfor gameplay motion. - CharacterBody2D — API for
velocity, snap,is_on_floor/ wall / ceiling, and slide-collision accessors. - Physics introduction — Why CharacterBody vs RigidBody/StaticBody, and how layers/masks gate every contact.
- Collision shapes (2D) — Capsule/box sizing and why scaled
CollisionShape2Dnodes corrupt normals and floor detect. - 2D movement — Input axes into velocity for top-down and platformer starters before juice systems.
- Kinematic character (2D) — Classic slide/collision loop patterns that still inform custom stair and slope handling.
- Troubleshooting physics issues — One-way platforms, tunneling, and jitter diagnoses that show up in CharacterBody feel bugs.
- Ray-casting — Direct-space rays for stair snaps, ledge checks, and ground probes beyond
is_on_floor(). - KinematicCollision2D — Per-slide normals/remainders from
get_slide_collisionfor wall jumps and ceiling bonks. - Physics interpolation introduction — Smooth visuals at high refresh while keeping jump/coyote logic on the physics tick.
- InputEvent — Action just-pressed timing that jump buffers and coyote windows depend on.
Related Skills
Prerequisites
- godot-project-foundations — Default gravity, physics tick rate, and 2D layer names must be set before coyote/jump feel is tunable.
- godot-gdscript-mastery — Typed
_physics_process, timers, andmove_towarddiscipline underpin every movement script here. - godot-2d-physics — Collision layer/mask matrices, one-way shapes, and query hygiene CharacterBody motion sits on.
- godot-input-handling — Physics-step action sampling so jump buffer / coyote windows stay frame-stable.
Complements
- godot-raycasting-queries — Stair snaps, wall cling probes, and ledge rays that extend beyond
is_on_*helpers. - godot-tilemap-mastery — One-way tiles and tile physics layers must match CharacterBody masks for platforms.
- godot-2d-animation — Drive walk/jump/fall clips from floor/air/dash state without fighting
move_and_slide. - godot-state-machine-advanced — Dash, wall-slide, and airborne states scale cleaner than giant
_physics_processswitches. - godot-camera-systems — Follow/look-ahead cameras couple tightly to CharacterBody velocity and landing snaps.
- godot-signal-architecture — Landed/dashed/wall-jumped events need clean ownership so UI/VFX listeners do not spam.
Downstream / consumers
- godot-genre-platformer — Genre-level platformer feel consumes coyote, buffer, slopes, and one-ways from this skill.
- godot-genre-metroidvania — Ability-gated movement (wall jump, dash) builds on the controllers defined here.
- godot-combat-system — Knockback and hitstun apply impulses through the same
velocity+ slide loop. - godot-monte-carlo-balancer — Coyote frames, jump height, dash cooldown, and air accel are balance knobs — simulate them instead of guessing.
Master
- godot-master — Library router and mirrored entry point for CharacterBody2D alongside sibling domains.
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/thedivergentai/gd-agentic-skills/godot-characterbody-2d">View godot-characterbody-2d on skillZs</a>