godot-raycasting-queries
Expert blueprint for physics queries using RayCast, ShapeCast, and DirectSpaceState. Covers hit detection, volume overlap, mouse picking, and high-performance server-side intersection queries. Use when implementing projectiles, LOS, terrain grounding, or AI sensors. Keywords raycast, shapecast, direct_space_state, intersect_ray, intersect_shape, PhysicsRayQueryParameters, collision mask, mouse picking.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-raycasting-queriesIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides a comprehensive set of Godot GDScript templates and best practices for physics queries, including raycasting, shapecasting, and direct space state manipulation. No malicious behavior or security risks were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Available Scripts
MANDATORY for common paths — read before implementing (do not improvise query APIs from memory):
- direct_space_state_raycast.gd — high-frequency
intersect_raywithout RayCast nodes.- query_exclusion_optimization.gd — RID exclude lists so casters never self-hit.
- shapecast_ground_detection.gd — footing / volume casts when thin rays tunnel or miss.
Do NOT Load every script below for one task. Open only the row that matches the decision table.
direct_space_state_raycast.gd
Expert usage of PhysicsDirectSpaceState2D/3D for bypassing node-based overhead in high-frequency queries.
shapecast_ground_detection.gd
Reliable ground/footing detection using volume-based ShapeCast instead of thin rays.
multiple_hit_piercing_ray.gd
Implementing piercing projectiles that detect and return multiple hits in a single line.
field_of_view_scanner.gd
AI sensor logic using a fan of raycasts to detect targets within a FOV cone.
raycast_reflection_logic.gd
Calculating bounces for lasers or bullets using collision normal reflection.
point_in_shape_query.gd
Checking for overlapping physics bodies at a single point (Explosion epicenters).
rest_info_3d_stuck_fix.gd
Using get_rest_info to detect stuck objects and resolve overlaps immediately.
mouse_pick_3d_query.gd
Converting 2D screen coordinates to 3D world rays for point-and-click interaction.
water_buoyancy_surface_calc.gd
Finding water surface height for buoyancy systems using high-to-low raycasting.
query_exclusion_optimization.gd
Optimizing performance by excluding specific RIDs (Resource IDs) from intersection checks.
NEVER Do in Physics Queries
- NEVER access
direct_space_stateoutside of_physics_process()— The physics space can be locked or running on a separate thread; querying it in_process()is unsafe [1, 2]. - NEVER use ShapeCast when a thin RayCast is sufficient — Volume queries are significantly more expensive. Default to rays unless you need volumetric detection [3, 4].
- NEVER assume results return
CollisionObjectnodes — CSG shapes,GridMap, andTileMapLayerreturn themselves, not a generic physics body [5, 6]. - NEVER assume
RayCastnodes update instantly — They update once per physics frame. If you move a node and query it immediately, you MUST callforce_raycast_update()[3, 9]. - NEVER use complex visual meshes for physics queries — GPU-only data requires expensive thread locking to parse. Use simplified primitive collision shapes [10, 11].
- NEVER iterate results to find the first valid hit — Use
collision_maskandcollision_layerto filter queries at the server level for maximum performance. - NEVER forget to exclude the caster — A ray starting from the center of a character will hit the character itself. Use
query.exclude = [self.get_rid()][20]. - NEVER use rays for small, fast detection areas — Rays can "tunnel" through thin walls if the frame rate drops. Use
cast_motionor high-frequency stepping for bullets. - NEVER query 1000+ rays individually in GDScript — Batch your queries or use the
PhysicsServerdirectly in C++ if you reach extreme query counts. - NEVER ignore the
result.rid— RIDs are the fastest way to identify and exclude objects in subsequent queries, bypassing node-path lookups [20].
Query-Type Decision Table
Pick the cheapest API that answers the question. Always pair rays/shapes with RID exclude + masks (query_exclusion_optimization.gd).
| Need | Prefer | Cost | When | Script |
|---|---|---|---|---|
| Persistent sensor in the scene (ledge, aim assist debug) | RayCast2D/RayCast3D node | Low–med | Few casts; OK waiting one physics frame (or force_raycast_update()) | Scene node + NEVER rules |
| Hitscan / LOS / one-shot mid-frame ray | PhysicsDirectSpaceState*.intersect_ray | Low | High frequency, no permanent node | MANDATORY direct_space_state_raycast.gd |
| Footing, thick walls, melee volume | ShapeCast* / intersect_shape | Med–high | Thin ray tunnels or misses volume | MANDATORY shapecast_ground_detection.gd |
| Explosion / occupancy at a point | intersect_point | Low–med | Epicenter overlap list | point_in_shape_query.gd |
| Stuck / penetration resolve | get_rest_info | Med | Overlap recovery | rest_info_3d_stuck_fix.gd |
| Pierce / multi-hit along a line | Repeated intersect_ray + exclude RIDs | Med | Projectiles that keep going | multiple_hit_piercing_ray.gd |
| Screen → world click | Camera project + intersect_ray | Low | Picking | mouse_pick_3d_query.gd |
3D Mouse Picking Example
func screen_point_to_ray():
var space_state = get_world_3d().direct_space_state
var mouse_pos = get_viewport().get_mouse_position()
var origin = project_ray_origin(mouse_pos)
var end = origin + project_ray_normal(mouse_pos) * 2000
var query = PhysicsRayQueryParameters3D.create(origin, end)
var result = space_state.intersect_ray(query)
if result:
return result.collider
return null
Expert WHY (query timing & LOS)
- Physics step only —
direct_space_statein_physics_process, not_process. - Self-hit —
query.exclude = [get_rid()]on rays from character center. - NavMesh LOS — physics ray ≠ carved nav hole;
path.size() == 2onNavigationServer3D.map_get_pathfor strict mesh LOS (see deep dive). - Surface types —
collider.get_meta(&"surface_type")beats class/group checks for decals/footsteps. - Compute GPU rays — out of scope; not a drop-in for gameplay
intersect_ray.
Deep dive (load on demand)
NavMesh LOS validator, surface metadata, picking baseline, tunneling notes — references/query-elite-patterns.md.
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
- Ray-casting — Node
RayCast*vsPhysicsDirectSpaceState*queries, result dictionaries, andexcludeto avoid self-hits. - Physics introduction — Collision layers/masks that filter every ray, shape, and point query at the physics server.
- Collision shapes (3D) — Why queries need primitive/convex shapes instead of visual meshes for reliable, cheap intersections.
- PhysicsDirectSpaceState3D —
intersect_ray/intersect_shape/intersect_point/get_rest_info/cast_motioncontracts for mid-frame space queries. - PhysicsDirectSpaceState2D — 2D twin of direct space queries for LOS, hitscan, and point epicenters without permanent cast nodes.
- PhysicsRayQueryParameters3D — Mask, exclude RIDs,
hit_from_inside, and collide-with flags for reusable ray parameter objects. - PhysicsShapeQueryParameters3D — Shape RID + transform setup for volume casts, rest info, and stuck-overlap resolution.
- PhysicsPointQueryParameters3D — Point-in-shape overlap lists for explosion epicenters and occupancy checks.
- RayCast3D — Scene-tree cast nodes, collision exceptions, and when
force_raycast_update()is required after moving. - ShapeCast3D — Volume casts and
force_shapecast_update()for footing/melee detection that thin rays miss. - Camera3D —
project_ray_origin/project_ray_normalfor screen-to-world picking rays from the active camera. - Mouse and input coordinates — Viewport mouse position vs canvas/world space before building a pick ray.
Related Skills
Prerequisites
- godot-project-foundations — Named physics layers and tick settings must exist before query masks and water/ground layer bits stay coherent.
- godot-gdscript-mastery — Typed query parameters, RID arrays, and
_physics_process-only space access are language-level contracts this skill depends on. - godot-2d-physics — 2D body/area layer matrices and when to prefer
RayCast2Dnodes vs direct space state for sensors.
Complements
- godot-physics-3d — 3D body types, CCD, and collision setup that determine what your rays and shape casts can actually hit.
- godot-characterbody-2d — Grounding, ledges, and coyote-time feel often consume ShapeCast/ray footing results from this domain.
- godot-input-handling — Physics-step click/aim sampling couples with mouse-pick rays and hitscan timing.
- godot-navigation-pathfinding — Physics LOS vs NavMesh path-straightness checks; keep obstacle carve and collision worlds consistent.
- godot-ai-navigation — FOV fans and vision sensors feed AI perception stacks that still need correct query masks/exclusions.
- godot-performance-optimization — Budgeting hundreds of rays, reusing query params, and knowing when node casts become SceneTree overhead.
- godot-debugging-profiling — Visualizing cast lines/shapes and diagnosing missed hits from mask, exclude, or update-timing mistakes.
Downstream / consumers
- godot-combat-system — Hitscan, piercing rays, and melee volumes resolve damage from query results produced here.
- godot-genre-shooter — Hitscan weapons, bullet pierce, and aim assist consume exclusion/mask recipes and multi-hit pierce loops.
- godot-monte-carlo-balancer — View distance, FOV ray counts, pierce max-hits, and query tick rate change fairness and difficulty; simulate those knobs instead of guessing.
Master
- godot-master — Library router and mirrored entry point for discovering raycasting/query patterns 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.
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