ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/godot-physicsContext preview
The summary Claude sees to decide when to auto-load this skill.
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
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).
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**.
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`.
1. **Choose the body type:**
`position` directly; apply forces/impulses or set `linear_velocity`.
Every body needs a `CollisionShape` (or `CollisionPolygon`) child. 2. **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. 3. **Detect overlaps** with `Area` signals (`body_entered`, `area_entered`). 4. **Drive RigidBodies with forces/impulses**, or override `_integrate_forces` for full control. 5. **Cast rays** with a `RayCast2D/3D` node (polled each frame) or a one-shot space-state query 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 = 0b110extends 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)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.# 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/normalfor". For A to detect B, B's layer must be in A's mask. Detection can be one-directional.
Use impulses/forces, set `linear_velocity`, or `freeze` it. To teleport, set position and zero the velocities inside `_integrate_forces`.
don't overlap. `monitoring` must be on for the Area to detect; `monitorable` lets others detect it.
physics updated — read in `_physics_process`, and call `force_raycast_update()` after moving it within the same tick.
(`continuous_cd`) or use a raycast-based check.
`Array[RID]`, not an array of nodes) to skip self-hits.
shape queries (`intersect_shape`), and 3D `move_and_collide`, read `references/bodies-and-queries.md`.
<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.
Repo: gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX…
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and…
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art,…
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and…
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair…