Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
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+
$ npx skills add jame581/GodotPrompter --skill physics-system -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter physics-system --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "physics-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/physics-system into .claude/skills/physics-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-system", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/physics-systemType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jame581/GodotPrompter --skill physics-system -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter physics-system --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/physics-system .agents/skills/physics-system && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "physics-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/physics-system into .agents/skills/physics-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-system", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill physics-system -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter physics-system --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/physics-system .cursor/skills/physics-system && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "physics-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/physics-system into .cursor/skills/physics-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-system", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/physics-system--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill physics-system -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter physics-system --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/physics-system .gemini/skills/physics-system && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "physics-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/physics-system into .gemini/skills/physics-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-system", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jame581/GodotPrompter physics-systemInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jame581/GodotPrompter --skill physics-system -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/physics-system .github/skills/physics-system && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "physics-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/physics-system into .github/skills/physics-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-system", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill physics-system -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter physics-system --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/physics-system .opencode/skills/physics-system && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "physics-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/physics-system into .opencode/skills/physics-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-system", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
physics-systemA 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. 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.
12 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
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.
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.
Links to these hosts (documentation or services it may open):
docs.godotengine.orgFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,516 words, ~3,645 tokens.
.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.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.
Four collision-object types (the last three extend PhysicsBody2D/3D):
| Type | Moved by | Use for |
|---|---|---|
Area2D/3D | Code | Overlap detection, gravity zones, audio zones |
StaticBody2D/3D | Not moved (or constant_linear_velocity) | Walls, floors, conveyor belts |
RigidBody2D/3D | Physics engine | Crates, projectiles, debris, ragdolls |
CharacterBody2D/3D | Code | Players, 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.
| Method | Effect | When to use |
|---|---|---|
apply_force(force, position) | Continuous accel at point | Thrusters, wind, magnets |
apply_central_force(force) | Continuous accel at center | Gravity, constant push |
apply_impulse(impulse, position) | Instant velocity change at point | Bullet hit, explosion |
apply_central_impulse(impulse) | Instant velocity change at center | Jump, knockback |
apply_torque(torque) | Continuous angular accel | Steering, spinning |
apply_torque_impulse(impulse) | Instant angular velocity change | Impact spin |
See references/rigidbody-recipes.md for a thrust-and-spin example (GDScript + C#) using
apply_force+apply_central_impulse+apply_torque.
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. Setcan_sleep = falseif 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_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_MODE_STATIC (acts like a StaticBody) or FREEZE_MODE_KINEMATIC (code-moved, pushes others).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).
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).
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,
Area3Dnow reports overlaps withSoftBody3Dfrom its signals and methods. Configure collision layers/masks so any unwantedArea3D↔SoftBody3Dinteractions are ignored. See the 4.7 migration guide.
| Shape (2D / 3D) | Use case |
|---|---|
Rectangle / Box | Crates, platforms, rooms |
Circle / Sphere | Balls, 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 |
— / Cylinder3D | Pillars, 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
Godot provides 32 physics layers per dimension (2D and 3D separately).
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.
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.
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.
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#).
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.
Project Settings → Physics → 3D → Physics Engine → Jolt Physics → Save → Restart editor. (3D only; 2D always uses GodotPhysics.)
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.dnow 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.
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.
_physics_process() — transforms set outside physics ticks cause jitterreset_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_modecontrol, and tick-rate guidance.
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#).
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.
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,
SoftBody3Dmass no longer defaults to0(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_stiffnessis also applied differently, so re-tweaklinear_stiffnessanddamping_coefficientafter upgrading. See the 4.7 migration guide.
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.
scale on collision shapes or bodies — use shape size parameters directly_integrate_forces(), not _physics_process()contact_monitor = true + max_contacts_reported > 0AnimatableBody2D/3D (not manually moved StaticBody)PhysicsDirectSpaceState inside _physics_process() onlyreset_physics_interpolation() called after teleport / initial placement© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 12 other files (references) in skills/physics-system of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Physics System this skilljame581/GodotPrompter | 795 | — | ~3.6k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.3k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Containersthedivergentai/GD-Agentic-Skills | 809 | 1 repos | ~3.7k | Automated safety check: Pass | LGPL-3.0 | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 271 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
thedivergentai/GD-Agentic-Skills
Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer).
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Works with
Categories
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.
Physics System fits situations like: working with physics bodies; collision shapes; physics interpolation in Godot 4.3+.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Physics System is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.
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.
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.
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.
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.
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.