Agent skill

Physics System

by jame581 in jame581/GodotPrompter

A skill your agent uses when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

MITAuto-check passedGame Development

Install Physics System

skills CLI
$ npx skills add jame581/GodotPrompter --skill physics-system -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter physics-system --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/physics-system .claude/skills/physics-system && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
physics-system
GitHub stars
795
Token cost
~3.6k tokens
SKILL.md length
1,516 words
Files
13 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

  • Works in 12 steps: Physics Body Types → RigidBody2D/3D → StaticBody2D/3D → …
  • Working with physics bodies
  • SKILL.md covers 1. Physics Body Types, 2. RigidBody2D/3D, 3. StaticBody2D/3D and 4. Area2D/3D, plus 9 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Physics System is an agent skill from jame581/GodotPrompter. Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 13 other files, including reference files (for example `references/area-recipes.md`, `references/collision-layers.md` and `references/collision-shapes.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Working with physics bodies
  • Collision shapes
  • Physics interpolation in Godot 4.3+

Example prompts

  • “/physics-system”

Workflow steps

12 steps, taken from the step headings in SKILL.md.

  1. Physics Body Types
  2. RigidBody2D/3D
  3. StaticBody2D/3D
  4. Area2D/3D
  5. Collision Shapes
  6. Collision Layers and Masks
  7. Raycasting and Physics Queries
  8. Jolt Physics
  9. Physics Interpolation
  10. Ragdoll System
  11. SoftBody3D
  12. Troubleshooting Physics Issues

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Physics System loads about 3.6k tokens when it runs, and up to ~11k if it reads all its reference files. Until then it costs about 45 tokens; SKILL.md has 1,516 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~45
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~11k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,516 words, ~3,645 tokens.

Download SKILL.mdSave it as .claude/skills/physics-system/SKILL.md (or your agent's skills folder). This skill also uses 12 other files; get the full folder from GitHub.
name
physics-system
description
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

Physics System in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: player-controller for CharacterBody2D/3D movement patterns, component-system for hitbox/hurtbox composition, godot-optimization for physics performance tuning, camera-system for camera follow and interpolation, multiplayer-sync for networked physics, 2d-essentials for tile collision setup and 2D canvas layers.


1. Physics Body Types

Four collision-object types (the last three extend PhysicsBody2D/3D):

TypeMoved byUse for
Area2D/3DCodeOverlap detection, gravity zones, audio zones
StaticBody2D/3DNot moved (or constant_linear_velocity)Walls, floors, conveyor belts
RigidBody2D/3DPhysics engineCrates, projectiles, debris, ragdolls
CharacterBody2D/3DCodePlayers, enemies, NPCs (see player-controller)

Every collision object needs at least one CollisionShape2D/3D (or CollisionPolygon2D/3D) child. Jolt Physics is the default 3D engine since 4.4 (non-experimental from 4.6) — see Section 8. 2D always uses GodotPhysics.

Critical rule: NEVER scale collision shapes or physics bodies via scale. Use the shape's own size parameters (radius, extents, height) — scaling breaks collision accuracy.


2. RigidBody2D/3D

Forces vs Impulses
MethodEffectWhen to use
apply_force(force, position)Continuous accel at pointThrusters, wind, magnets
apply_central_force(force)Continuous accel at centerGravity, constant push
apply_impulse(impulse, position)Instant velocity change at pointBullet hit, explosion
apply_central_impulse(impulse)Instant velocity change at centerJump, knockback
apply_torque(torque)Continuous angular accelSteering, spinning
apply_torque_impulse(impulse)Instant angular velocity changeImpact spin

See references/rigidbody-recipes.md for a thrust-and-spin example (GDScript + C#) using apply_force + apply_central_impulse + apply_torque.

_integrate_forces() — Safe Physics Modification

Use _integrate_forces(state) instead of _physics_process() to read/modify a RigidBody's transform, velocity, or angular velocity. Setting position or linear_velocity directly in _physics_process() fights the physics engine.

Warning: _integrate_forces() is NOT called while the body is sleeping. Set can_sleep = false if you need continuous callbacks; otherwise let bodies sleep for performance.

See references/rigidbody-recipes.md for the thrust + torque example using state.apply_force / state.apply_torque (GDScript + C#).

Contact Monitoring, PhysicsMaterial, Freeze, look_at
  • Contact signals require contact_monitor = true + max_contacts_reported > 0. Then body_entered/body_exited fire.
  • PhysicsMaterial resource controls friction (0 ice → 1 rubber) and bounce (0 → 1).
  • Freeze modes: FREEZE_MODE_STATIC (acts like a StaticBody) or FREEZE_MODE_KINEMATIC (code-moved, pushes others).
  • RigidBody3D orientation: never look_at() a RigidBody — use _integrate_forces and set state.angular_velocity from a cross-product steering term.

See references/rigidbody-recipes.md for full GDScript + C# recipes (contact handler with take_damage, PhysicsMaterial property table, freeze toggle, RigidBody3D homing-via-angular-velocity).


3. StaticBody2D/3D

StaticBody is not moved by the physics engine but can push other bodies via constant_linear_velocity (e.g. conveyor belts). For platforms that move via code AND push CharacterBodies, use AnimatableBody2D/3D — a code-moved StaticBody won't push CharacterBodies reliably.

See references/staticbody-recipes.md for the conveyor belt and moving-platform recipes (GDScript + C#, with Tween-driven AnimatableBody2D loop).


4. Area2D/3D

Areas detect overlaps and override physics properties within their bounds. They do NOT produce collision responses — bodies pass through them. Connect body_entered / body_exited for body overlaps; use area_entered / area_exited for Area-to-Area (hitbox vs hurtbox — see component-system). Areas can also override gravity (zero-G zones, point gravity / black holes), linear_damp / angular_damp (water, slow-mo), and redirect audio to a specific AudioBus. When multiple areas overlap, priority decides order; pick a space_override mode (COMBINE, REPLACE, COMBINE_REPLACE, REPLACE_COMBINE).

See references/area-recipes.md for the GDScript + C# overlap-detection canonical example, the space-override mode reference table, and zero-G + point-gravity recipes.

⚠️ Changed in Godot 4.7: With Jolt Physics, Area3D now reports overlaps with SoftBody3D from its signals and methods. Configure collision layers/masks so any unwanted Area3D ↔ SoftBody3D interactions are ignored. See the 4.7 migration guide.


5. Collision Shapes

Shape (2D / 3D)Use case
Rectangle / BoxCrates, platforms, rooms
Circle / SphereBalls, projectiles, simple characters, trigger zones
Capsule (2D & 3D)Characters — rounded, slides over edges
Segment2D / —Thin walls, laser beams
SeparationRay2D / —Character ground snapping
WorldBoundary2D / —Infinite floor/wall/ceiling
— / Cylinder3DPillars, barrels (Jolt only — unstable on GodotPhysics)

Prefer primitives for dynamic bodies. ConvexPolygonShape is fast but cannot express holes or inward curves; ConcavePolygonShape is accurate for level geometry but is StaticBody-only and the slowest. Never translate, rotate, or scale a CollisionShape node — an untransformed shape unlocks a broad-phase optimization. Godot 4.7+ adds one_way_collision_direction for sideways one-way platforms.

Convex/concave cost table, shape-generation menus, the full performance rules, and the 4.7+ one-way direction API (GDScript + C#): references/collision-shapes.md


6. Collision Layers and Masks

Godot provides 32 physics layers per dimension (2D and 3D separately).

  • collision_layer — which layers this object exists on (others scan for it here)
  • collision_mask — which layers this object scans (what it detects)

Mental model: Layer = "I am", Mask = "I scan for". A collision happens when object A's mask includes object B's layer, OR vice versa.

Name layers in Project Settings → Layer Names → 2D Physics (or 3D Physics); set them in code with set_collision_layer_value(N, true) / set_collision_mask_value(N, true) (1-indexed).

See references/collision-layers.md for layer naming conventions, bitmask shorthand, Inspector export flags, and the GDScript + C# examples.


7. Raycasting and Physics Queries

RayCast2D/3D Nodes (Simple Per-Frame Rays)

Add a RayCast2D / RayCast3D as a child node — it casts every physics frame automatically. Read with is_colliding() and get_collider() / get_collision_point() / get_collision_normal().

See references/raycasting-recipes.md for the GDScript + C# RayCast node example.

Code-Based Raycasting (PhysicsDirectSpaceState)

For on-demand queries, access the space state via get_world_2d().direct_space_state (or get_world_3d()) and call intersect_ray(query) with PhysicsRayQueryParameters2D/3D.create(from, to). Set query.exclude = [get_rid()] to skip self, query.collision_mask to filter layers. Only safe inside _physics_process() — the physics space is locked during rendering.

See references/raycasting-recipes.md for the full GDScript + C# code-based raycast example with self-exclusion and mask filtering, plus the 3D mouse-picking recipe.

Ray Result, Other Queries, 3D Mouse Picking

The intersect_ray result dictionary contains position, normal, collider, collider_id, rid, shape. PhysicsDirectSpaceState also supports intersect_point (overlapping shapes at a point), intersect_shape (area query), cast_motion (shape sweep), collide_shape (contact points), get_rest_info (resting collision info). For 3D mouse picking, Camera3D.project_ray_origin(screen_pos) + project_ray_normal(screen_pos) builds the ray.

See references/raycasting-recipes.md for the full mouse-picking recipe (GDScript + C#).


Show full SKILL.md (597 more words)Show less

8. Jolt Physics

Jolt is a built-in alternative physics engine, the default for new 3D projects since Godot 4.4. (Godot 4.6+) Jolt is no longer marked experimental and is the confirmed stable default for all new 3D projects.

Enabling Jolt

Project Settings → Physics → 3D → Physics Engine → Jolt Physics → Save → Restart editor. (3D only; 2D always uses GodotPhysics.)

Why & Differences

Wins: better stacking stability, reliable CylinderShape3D, better SoftBody3D, optional thread-safe mode, active-edge detection (fixes ghost collisions).

See references/jolt-differences.md for the behavioral differences from GodotPhysics (stabilization, collision margins, single-body joints, face_index, unsupported joint properties).

⚠️ Changed in Godot 4.7: With Jolt Physics, WorldBoundaryShape3D.plane.d now follows the same sign convention as Godot Physics — the plane distance is interpreted with the opposite sign compared to Godot 4.6. Flip the sign yourself to keep the 4.6 behavior. See the 4.7 migration guide.


9. Physics Interpolation

Smooths visual motion between physics ticks, eliminating "staircase" jitter when tick rate ≠ frame rate. Enable in Project Settings → Physics → Common → Physics Interpolation. Godot 4.5+ restructured the 3D interpolation pipeline (RenderingServer → SceneTree) for more accurate results in nested transforms — no API change, automatic improvement on upgrade.

Core Rules
  1. Move all game logic to _physics_process() — transforms set outside physics ticks cause jitter
  2. Tweens and AnimationPlayer that move physics objects must use physics tick timing
  3. Call reset_physics_interpolation() after teleporting or initial placement to prevent "streaking"

See references/interpolation-tuning.md for the teleport-reset example (GDScript + C#), per-node physics_interpolation_mode control, and tick-rate guidance.

Camera Interpolation

Cameras need special handling under physics interpolation. Make the camera independent (or top_level = true), update it in _process() (not _physics_process()), and read the target's smooth position with get_global_transform_interpolated().

See references/interpolation-camera.md for the full smooth-follow Camera3D recipe (GDScript + C#).


10. Ragdoll System

Ragdolls replace animation with physics for procedural death, explosions, or limp characters. Generate via Skeleton3D → Skeleton menu → Create Physical Skeleton. Use ConeJoint for shoulders/hips/neck, HingeJoint for elbows/knees — PinJoint (default) tends to crumple. Drive via physical_bones_start_simulation(), blend with Influence.

See references/ragdoll-recipes.md for setup, joint guidance, full GDScript + C# control, animation blending, and collision exceptions.


11. SoftBody3D

SoftBody3D simulates deformable objects (cloth, capes, jelly). Mesh subdivision drives the simulation; no CollisionShape child needed. Jolt Physics recommended. Set Simulation Precision ≥ 5 to prevent collapse. Pressure > 0.0 only on closed meshes.

Godot 4.5+ adds apply_central_impulse() / apply_central_force() for RigidBody3D-style force application — distributes across all simulation points.

See references/softbody-recipes.md for the cloth/cape walk-through (PlaneMesh, BoneAttachment3D pinning, Parent Collision Ignore) and the 4.5+ force/impulse API with GDScript and C# (explosion knockback, continuous wind).

⚠️ Changed in Godot 4.7: With Jolt Physics, SoftBody3D mass no longer defaults to 0 (which auto-calculated 1 kg per point, giving a very high total mass) — it now defaults to 1 kg for the entire body, matching Godot Physics. linear_stiffness is also applied differently, so re-tweak linear_stiffness and damping_coefficient after upgrading. See the 4.7 migration guide.


13. Troubleshooting Physics Issues

Symptom → causes & fixes quick table covering tunneling, wobbly stacks, scaled shapes, tile collision bumps, unstable cylinders, the physics spiral of death, and float-precision issues far from origin.

See references/troubleshooting.md for the full table.


14. Implementation Checklist

  • Dynamic bodies use primitive collision shapes; concave shapes only on StaticBodies
  • Collision layers named in Project Settings; layer/mask set correctly per body
  • No scale on collision shapes or bodies — use shape size parameters directly
  • RigidBodies modify state via _integrate_forces(), not _physics_process()
  • RigidBodies needing contact signals set contact_monitor = true + max_contacts_reported > 0
  • Moving platforms use AnimatableBody2D/3D (not manually moved StaticBody)
  • Code raycasts use PhysicsDirectSpaceState inside _physics_process() only
  • Physics interpolation enabled; reset_physics_interpolation() called after teleport / initial placement
  • Ragdoll bones on a separate collision layer from the character capsule
  • 3D projects use Jolt (non-experimental default in Godot 4.6+)

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 12 other files (references) in skills/physics-system of jame581/GodotPrompter.

  • SKILL.md
  • references/area-recipes.md
  • references/collision-layers.md
  • references/collision-shapes.md
  • references/interpolation-camera.md
  • references/interpolation-tuning.md
  • references/jolt-differences.md
  • references/ragdoll-recipes.md
  • references/raycasting-recipes.md
  • references/rigidbody-recipes.md
  • references/softbody-recipes.md
  • references/staticbody-recipes.md
  • references/troubleshooting.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Physics System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Physics System compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Physics System this skilljame581/GodotPrompter795—~3.6kAutomated safety check: PassMIT
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2D Map and Scene Generator0x0funky/agent-sprite-forge4.3k—~2.9kAutomated safety check: PassMIT
Godot UI Containersthedivergentai/GD-Agentic-Skills8091 repos~3.7kAutomated safety check: PassLGPL-3.0
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration271—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT

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Works with

Questions about Physics System

What does Physics System do?

A skill your agent uses when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+. Physics System is an agent skill from jame581/GodotPrompter.

When should I use Physics System?

Physics System fits situations like: working with physics bodies; collision shapes; physics interpolation in Godot 4.3+.

How do I install Physics System in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill physics-system -a claude-code`. Or copy the skill folder (skills/physics-system in jame581/GodotPrompter) into .claude/skills/physics-system in your project. Claude Code loads it when a task matches its description.

How do I install Physics System in Codex?

Run `npx skills add jame581/GodotPrompter --skill physics-system -a codex`. Or copy the skill folder (skills/physics-system in jame581/GodotPrompter) into .agents/skills/physics-system in your project. Codex loads it when a task matches its description.

Can I use Physics System in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill physics-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/physics-system, .gemini/skills/physics-system, .github/skills/physics-system and .opencode/skills/physics-system in your project.

What does Physics System need to run?

SKILL.md names no scripts, command-line tools or credentials: Physics System is instructions for the agent only.

Does Physics System access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Physics System safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Physics System use?

Physics System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Physics System use?

About 3.6k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 6.9k tokens, read only when the agent opens those files.

What are the alternatives to Physics System?

Skills that share tags, products or a category with Physics System: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars), Godot UI Containers (thedivergentai/GD-Agentic-Skills, 809 stars) and Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 271 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Physics System?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 795 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.