# Godot Physics

Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area...

- Repository: https://github.com/gamedev-skills/awesome-gamedev-agent-skills (6445 stars)
- Category: Media
- License: Apache-2.0
- Last updated: 2026-10-28
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -g -a claude-code -y`
Codex: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -g -a codex -y`
Cursor: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -g -a cursor -y`
Gemini CLI: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills`

## 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), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

The rest: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/blob/HEAD/skills/godot/godot-physics/SKILL.md
