gamedev-skills/awesome-gamedev-agent-skills

godot-physics

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).

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Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
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Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

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).

  1. 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.

  1. 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.

  1. Detect overlaps with Area signals (body_entered, area_entered).
  2. Drive RigidBodies with forces/impulses, or override _integrate_forces for full

control.

  1. 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.
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