Skip to content
Automation
Skill

/physics

Reviews Godot physics implementation for known pitfalls. Triggers AFTER implementation, when code involves CollisionObject2D, RigidBody2D, CharacterBody2D, Area2D, collision layers, or physics callbacks. Do NOT use this skill for planning or teaching — only for

From plugin
godotmaker
51141 skills7 agents14 hooks
Install
$ npx -y skills add RandallLiuXin/GodotMaker --skill physics --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/physics

Context preview

The summary Claude sees to decide when to auto-load this skill.

Reviews Godot physics implementation for known pitfalls. Triggers AFTER implementation, when code involves CollisionObject2D, RigidBody2D, CharacterBody2D, Area2D, collision layers, or physics callbacks. Do NOT use this skill for planning or teaching — only for

SKILL.md

physics.SKILL.md
name: physics-review
description: |
  Reviews Godot physics implementation for known pitfalls.
  Triggers AFTER implementation, when code involves CollisionObject2D,
  RigidBody2D, CharacterBody2D, Area2D, collision layers, or physics callbacks.
  Do NOT use this skill for planning or teaching — only for post-implementation review.

Physics Review

Post-implementation reviewer for Godot physics code. Checks against known gotchas that LLMs consistently get wrong.

When to trigger

After physics-related code is written or modified. Look for:

  • Physics body nodes (StaticBody2D, RigidBody2D, CharacterBody2D, Area2D)
  • Collision layer/mask assignments
  • Physics callbacks (`body_entered`, `body_exited`, `area_entered`, `area_exited`)
  • `_physics_process()` with velocity/damping logic
  • Objects spawned near Area2D

Review process

1. Read `gotchas.md` 2. Scan the implemented code against each gotcha 3. For each hit:

  • Cite the gotcha ID (e.g. G1)
  • Show the offending code
  • Provide the fix

4. If no hits, report clean 5. Optionally run `checklist.md` static checks for automated verification

When you need specific API details, delegate to the **godot-api** skill.

Ships withgodotmaker

Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode

Get the whole plugin