Agent skill

Godot 2D Physics

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries.

LGPL-3.0Auto-check passedGame Development

Install Godot 2D Physics

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-2d-physics -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-2d-physics --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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-2d-physics .claude/skills/godot-2d-physics && 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
godot-2d-physics
GitHub stars
821
Token cost
~4k tokens
SKILL.md length
1,182 words
Files
31 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries.

  • Implementing collision detection
  • SKILL.md covers NEVER Do, Available Scripts, Decision Tree: Collision… and Mental model (keep short), plus 2 more sections
  • Line-of-sight systems
  • Manual physics queries

What it does

Godot 2D Physics is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collisionlayer, collisionmask, setcollisionlayervalue, setcollisionmaskvalue, Area2D, bodyentered, bodyexited, RayCast2D, forceraycastupdate, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D…

Its SKILL.md is about 4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 32 other files, including scripts and reference files (for example `references/area2d-and-queries.md`, `references/collision-layers-masks.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development and Slides and decks. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Implementing collision detection
  • Line-of-sight systems
  • Manual physics queries
  • Keywords: CollisionShape2D

Example prompts

  • “/godot-2d-physics”

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 15 files in scripts/, which the agent can run.

    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

Godot 2D Physics loads about 4k tokens when it runs, and up to ~5.8k if it reads all its reference files. Until then it costs about 147 tokens; SKILL.md has 1,182 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~147
When it runs · the whole SKILL.md, loaded when a task matches
~4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.8k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,182 words, ~3,988 tokens.

Download SKILL.mdSave it as .claude/skills/godot-2d-physics/SKILL.md (or your agent's skills folder). This skill also uses 30 other files; get the full folder from GitHub.
name
godot-2d-physics
description
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.

2D Physics

Expert guidance for collision detection, triggers, and raycasting in Godot 2D.

NEVER Do

  • NEVER scale CollisionShape2D nodes — Use the shape handles in the editor, NOT the Node2D scale property. Scaling causes unpredictable physics behavior and incorrect collision normals [12].
  • NEVER confuse collision_layer with collision_mask — Layer = "What AM I?", Mask = "What do I DETECT?". Setting both to the same value is usually wrong [13].
  • NEVER multiply velocity by delta when using move_and_slide() — move_and_slide() automatically includes timestep. Only multiply gravity/acceleration by delta [14].
  • NEVER forget force_raycast_update() for manual mid-frame raycasts — Raycasts update once per physics frame. If you change target_position, you MUST force an update [15].
  • NEVER use get_overlapping_bodies() every frame — It is expensive. Cache results with body_entered/body_exited signals instead [16].
  • NEVER modify RigidBody2D state directly in _process — Use _integrate_forces() for safe, synchronized access to PhysicsDirectBodyState2D [17, 411].
  • NEVER move PhysicsBody2D nodes in _process() — Use _physics_process(). Moving bodies outside the physics step causes stutter and unreliable collision detection.
  • NEVER use RigidBody2D for 1000+ simple entities — Use PhysicsServer2D to bypass node overhead for massive performance gains (Swarms/Bullets) [18, 397].
  • NEVER use Area2D for high-frequency blocking (Bullets) — Area signals can be delayed. Use move_and_collide() or ShapeCast2D for frame-perfect results [19].
  • NEVER ignore 'Physics Jitter' on high-refresh monitors — Enable Physics Interpolation to prevent micro-stutter in motion [21, 400].
  • NEVER scale collision shapes directly at runtime — It causes major instability. Resize the shape resource (size/radius) instead.
  • NEVER use set_deferred for immediate physics transform logic — It happens at the end of the frame. Use force_raycast_update() or PhysicsServer2D instead.
  • NEVER leave Continuous CD (CCD) enabled for slow objects — It adds significant CPU overhead. Reserve it for high-speed projectiles to prevent tunneling.
  • NEVER use a single collision layer for all tiles/entities — Separate layers (Ground, Walls, Enemies) to allow selective filtering via masks.
  • NEVER forget to free PhysicsServer2D RIDs manually — They are not garbage collected and will leak memory permanently.

Available Scripts

MANDATORY: Read the script matching your workflow branch before coding. Query/Area cookbook samples live in scripts — not in this body.

Workflow router (MANDATORY / Do NOT Load)
BranchLoadDo NOT Load
Layer/mask matrix setupcollision_bitmask_helper.gd or collision_setup.gd; matrix policy → collision_layer_matrix_manager.gdSwarm / CCD scripts
LOS / vision conesraycast_vision_stack.gd (+ physics_direct_query.gd for nodeless rays)shapecast_aoe*.gd, physics_server_swarm.gd
AOE / melee volumePrefer shapecast_aoe.gd (faction mask); ground/volume sensing → shapecast_aoe_detection.gdArea2D spam + lava DoT tutorials; do not load both shapecast scripts for the same feature
Hitscan / point pick / one-shot shapephysics_queries.gd (canonical). Specialists: physics_direct_space_query.gd (LOS bool), raycast_hit_prediction.gdRe-load all three query helpers at once
Bullet hell / 1000+ bodiesMANDATORY physics_server_swarm.gd (+ physics_server_direct_body.gd for RID shapes)Per-bullet Area2D / RigidBody2D nodes
High-speed tunnelingcontinuous_collision_detection.gd + substepping_logic.gdCCD on slow props
RigidBody safe mutatesafe_rigidbody_state.gd (_integrate_forces)Direct transform writes in _process
Custom CharacterBody forcescustom_physics_2d.gdcustom_physics.gd (that file is RigidBody _integrate_forces)
Gravity zonescustom_gravity_area.gd (Area override) or custom_gravity_override.gd (character weight/zones)Both unless you need Area + character paths
Overlap signal spamcollision_debouncer.gdPolling get_overlapping_bodies every frame
Compound multi-shape RIDcompound_body_sync.gdMultiple nodes for one logical body
Debug contact normalscollision_visual_debugger.gdVisible collision menu insufficient
High-refresh jitterPrefer jitter_interpolation_fix.gdphysics_interpolation_smoothing.gd (legacy/manual; only if built-in interpolation is unavailable)
Precision bounce / slidemove_and_collide_precision.gd—
Batch static moversperformance_batch_mover.gd—
Query result cachephysics_query_cache.gdDuplicate space queries same frame
Canonical vs overlap (dedupe guide)
  • ShapeCast AOE: load shapecast_aoe.gd for combat AOE; shapecast_aoe_detection.gd only for grounded/volume checks — never both for one feature.
  • Space queries: start with physics_queries.gd; add physics_direct_query.gd / physics_direct_space_query.gd only if that specialist matches.
  • Custom physics: CharacterBody → custom_physics_2d.gd; RigidBody integrate → custom_physics.gd.
  • Interpolation: jitter_interpolation_fix.gd wins over physics_interpolation_smoothing.gd.
Script index

Decision Tree: Collision Detection Methods

Use CaseMethodWhy / script
Continuous trigger zoneArea2D + signalsMemory of occupants; debounce with collision_debouncer.gd
One-time pickupArea2D + queue_free on enterSimple cleanup
Line-of-sightRayCast2D / direct rayraycast_vision_stack.gd or physics_direct_query.gd
Click-to-selectPhysicsPointQueryParameters2Dphysics_queries.gd
AOE spell / melee volumeShapeCast2D / shape queryshapecast_aoe.gd (not Area signal lag)
Instant-hit weaponPhysicsRayQueryParameters2Dphysics_queries.gd / raycast_hit_prediction.gd
Platformer ground / ledgeRay or ShapeCast downCharacterBody skill + shapecast_aoe_detection.gd
1000+ projectilesPhysicsServer2D RIDsMANDATORY physics_server_swarm.gd

Show full SKILL.md (505 more words)Show less

Mental model (keep short)

  • Layer = who I am; Mask = who I detect. Bitmask cookbook → collision-layers-masks.md.
  • Area2D with multiple shapes fires body_entered once per shape — dedupe with a Set/dict or collision_debouncer.gd.
  • Mid-frame ray/shape changes require force_raycast_update() / force_shapecast_update().
  • _ready physics queries are false until after a physics frame (await get_tree().physics_frame).
  • CharacterBody2D ships with collision_layer = 0 — Areas won't see it until you set a layer.
  • Free PhysicsServer RIDs yourself — they are not GC'd.

Deep recipes (on demand)

TopicReference / script
Layer/mask patternscollision-layers-masks.md
Area2D, raycast, shape queriesarea2d-and-queries.md
Compound RID bodiescompound_body_sync.gd
Contact normal debug drawcollision_visual_debugger.gd

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation
  • Physics introduction — Collision layers vs masks, body types, and the mental model every 2D setup depends on.
  • Collision shapes (2D) — Correct shape sizing and why scaling CollisionShape2D nodes breaks normals and contacts.
  • Using CharacterBody2D — move_and_slide / move_and_collide, floor detection, and kinematic movement contracts.
  • Using Area2D — Trigger monitoring, overlap signals, and space/gravity overrides for zones.
  • Ray-casting — RayCast2D vs PhysicsDirectSpaceState2D rays, exclusions, and mid-frame force_raycast_update.
  • RigidBody — Safe rigid-body control via _integrate_forces / PhysicsDirectBodyState2D instead of fighting the solver in _process.
  • Troubleshooting physics issues — Tunneling, jitter, one-way platforms, and common layer/mask misconfigurations.
  • Physics interpolation introduction — Why fixed physics ticks stutter on high-refresh displays and when interpolation fixes it.
  • PhysicsServer2D — RID-based body/shape APIs for swarm-scale 2D physics without SceneTree overhead.
  • PhysicsDirectSpaceState2D — Point, ray, and shape queries for LOS, AOE, and click-picking without permanent query nodes.
  • ShapeCast2D — Volume casts for frame-perfect melee/AOE detection when Area2D signal lag is unacceptable.
Prerequisites
  • godot-project-foundations — Project Settings layer names, physics ticks, and default gravity must be set before layer/mask matrices stay sane.
  • godot-gdscript-mastery — Bitmask enums, typed dictionaries for overlap sets, and _physics_process discipline underpin every pattern here.
  • godot-signal-architecture — body_entered / body_exited wiring and debounce patterns need clean signal ownership to avoid spam.
Complements
  • godot-characterbody-2d — Coyote time, jump buffers, and one-way platforms sit on top of the collision contracts this skill defines.
  • godot-raycasting-queries — Deeper query parameter recipes (exclusions, masks, shape casts) when vision/hitscan systems grow beyond basics.
  • godot-tilemap-mastery — Tile physics layers and one-way tile collisions must match the same layer matrix used by bodies and areas.
  • godot-input-handling — Physics-step input sampling and vsync/latency choices couple tightly with move_and_slide feel.
  • godot-physics-3d — Parallel 3D body/query concepts when porting or sharing layer policy across dimensions.
  • godot-performance-optimization — Profiling and batching guidance when PhysicsServer2D swarms or query caches become bottlenecks.
  • godot-debugging-profiling — Visible collision shapes, contact normals, and frame-time traps when diagnosing jitter or missed hits.
Downstream / consumers
  • godot-combat-system — Hitboxes/hurtboxes are Area2D + layer/mask products; damage timing inherits overlap and CCD choices.
  • godot-genre-platformer — Platformer feel (floors, ledges, one-ways) consumes CharacterBody2D + collision setup from this domain.
  • godot-navigation-pathfinding — Agents still need physics layers for blockers and LOS; keep nav meshes and collision worlds consistent.
  • godot-monte-carlo-balancer — Jump windows, projectile speed/CCD, gravity, and hitbox size directly change win-rate and difficulty curves; simulate those physics knobs instead of guessing.
Master
  • godot-master — Library router and mirrored entry point for discovering 2D physics alongside sibling domains.

© thedivergentai, LGPL-3.0. 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 30 other files (scripts, references) in skills/godot-2d-physics of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/area2d-and-queries.md
  • references/collision-layers-masks.md
  • references/migration-notes.md
  • scripts/collision_bitmask_helper.gd
  • scripts/collision_debouncer.gd
  • scripts/collision_layer_matrix_manager.gd
  • scripts/collision_setup.gd
  • scripts/collision_visual_debugger.gd
  • scripts/compound_body_sync.gd
  • scripts/continuous_collision_detection.gd
  • scripts/custom_gravity_area.gd
  • scripts/custom_gravity_override.gd
  • scripts/custom_physics.gd
  • scripts/custom_physics_2d.gd
  • scripts/jitter_interpolation_fix.gd
  • scripts/move_and_collide_precision.gd
  • scripts/performance_batch_mover.gd
  • scripts/physics_direct_query.gd
  • … and 12 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot 2D Physics 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.

Godot 2D Physics compared with similar skills
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Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT

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Works with

Questions about Godot 2D Physics

What does Godot 2D Physics do?

Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Godot 2D Physics is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries.

When should I use Godot 2D Physics?

Godot 2D Physics fits situations like: implementing collision detection; line-of-sight systems; manual physics queries; keywords: CollisionShape2D.

How do I install Godot 2D Physics in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-2d-physics -a claude-code`. Or copy the skill folder (skills/godot-2d-physics in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-2d-physics in your project. Claude Code loads it when a task matches its description.

How do I install Godot 2D Physics in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-2d-physics -a codex`. Or copy the skill folder (skills/godot-2d-physics in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-2d-physics in your project. Codex loads it when a task matches its description.

Can I use Godot 2D Physics 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 thedivergentai/GD-Agentic-Skills --skill godot-2d-physics -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-2d-physics, .gemini/skills/godot-2d-physics, .github/skills/godot-2d-physics and .opencode/skills/godot-2d-physics in your project.

What does Godot 2D Physics need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot 2D Physics is instructions for the agent only.

Does Godot 2D Physics 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 Godot 2D Physics 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot 2D Physics use?

Godot 2D Physics is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot 2D Physics use?

About 4k tokens (SKILL.md is roughly 16k 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 1.8k tokens, read only when the agent opens those files.

What are the alternatives to Godot 2D Physics?

Skills that share tags, products or a category with Godot 2D Physics: Godot 2D Movement (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot 2D Physics?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.