Agent skill

Godot Physics 3D

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers.

LGPL-3.0Auto-check passedGame Development

Install Godot Physics 3D

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-physics-3d -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-physics-3d --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-physics-3d .claude/skills/godot-physics-3d && 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-physics-3d
GitHub stars
821
Token cost
~3.3k tokens
SKILL.md length
1,002 words
Files
17 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers.

  • Rigid body simulations
  • SKILL.md covers NEVER Do, Body / Symptom Decision Tree, 3D Layer Pitfalls (not a 2D… and Available Scripts, plus 3 more sections
  • Character physics
  • Complex interactions

What it does

Godot Physics 3D is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 18 other files, including scripts and reference files (for example `references/expert-3d-constraints.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development. 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

  • Rigid body simulations
  • Character physics
  • Complex interactions
  • Keywords: RigidBody3D

Example prompts

  • “/godot-physics-3d”

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 14 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 Physics 3D loads about 3.3k tokens when it runs, and up to ~4.9k if it reads all its reference files. Until then it costs about 104 tokens; SKILL.md has 1,002 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~104
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.9k

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). 1,002 words, ~3,255 tokens.

Download SKILL.mdSave it as .claude/skills/godot-physics-3d/SKILL.md (or your agent's skills folder). This skill also uses 16 other files; get the full folder from GitHub.
name
godot-physics-3d
description
Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

3D Physics (Jolt/Native)

High-performance 3D simulation: body choice, CCD, stairs, vehicles, ragdolls, SoftBody — routed through scripts.

NEVER Do

  • NEVER move PhysicsBody3D nodes in _process() — Use _physics_process(). Moving bodies outside the physics step causes visual jitter and unreliable collision detection [12, 13].
  • NEVER scale collision shapes directly — Scaling physics shapes causes instability, inaccurate normals, and jitter. Use the shape properties (height, radius, size) instead.
  • NEVER modify RigidBody3D transforms directly — This ignores the physics solver. Use apply_impulse(), apply_torque(), or the _integrate_forces() callback for safe manipulation [17].
  • NEVER use RigidBody3D for platformer player controllers — RigidBody is for objects driven by physics. For refined movement, use CharacterBody3D with move_and_slide() [move_and_slide].
  • NEVER leave Continuous CD (CCD) enabled for static meshes — It adds heavy CPU cost. Reserve it for high-speed small objects (bullets) to prevent them from passing through walls.
  • NEVER use PhysicsServer3D RIDs without manual cleanup — RIDs are not garbage collected. If you create bodies via the server, you MUST call free_rid() when done to avoid memory leaks.
  • NEVER use RayCast3D for precise ground detection on stairs — A single ray is too thin. Use ShapeCast3D with a cylinder or sphere shape to detect walkable steps reliably [Stair Logic].
  • NEVER rely on VehicleBody3D for non-racing arcade vehicles — It's a complex sim. For arcade hovercraft or simple cars, a custom CharacterBody3D with Raycasts is often easier to tune.
  • NEVER forget to set collision_layer and collision_mask properly — If everything is on layer 1, performance will tank from redundant checks. Categorize your world.
  • NEVER use Area3D for high-frequency blocking — Areas are for detection. For walls/barriers, use StaticBody3D to ensure immediate, robust containment.

Body / Symptom Decision Tree

MANDATORY — load the script for the chosen row before writing movement or sim code.

Do NOT Load every physics script for one controller.

Need / symptomBody / APIScript
Player locomotion, stairs, slopesCharacterBody3DMANDATORY kinematic_3d_stairs_logic.gd + shapecast_3d_ground_check.gd
Debris, props, impulse-driven objectsRigidBody3DNEVER + impulses; layers via physics_layers_3d_config.gd
Racing / wheeled simVehicleBody3DMANDATORY vehicle_simulation_tuning.gd
Arcade hover / simple carsCustom CharacterBody3D + raysPrefer stairs/ray scripts; avoid full VehicleBody
Death / blend to physics posePhysicalBone3D / SkeletonMANDATORY ragdoll_manager.gd
Cloaks, soft cloth, foliage softSoftBody3DMANDATORY soft_body_3d_interaction.gd
Tunneling bulletsCCD / server bulletsMANDATORY physics_ccd_3d_projectile.gd or physics_server_3d_bullets.gd
Joint snap / destructiblesJoint3D stressjoint_3d_breakage_logic.gd
Gravity wells / zero-GArea prioritycustom_gravity_well_3d.gd
LOS / AI visionDirect space stateray_query_3d_vision.gd
Debug hit normalsvisualizerraycast_visualizer.gd

3D Layer Pitfalls (not a 2D primer)

  • Layer = what the object is; mask = what it hits. Name bits in physics_layers_3d_config.gd.
  • Do not dump a same-as-2D layers tutorial here; Official Docs cover the shared mental model.

Available Scripts

kinematic_3d_stairs_logic.gd

Procedural stair-step + snap for CharacterBody3D.

shapecast_3d_ground_check.gd

Volume ground/stair detection (rays tunnel).

ragdoll_manager.gd

Animation → PhysicalBone simulation transition, impulses, cleanup.

vehicle_simulation_tuning.gd

VehicleBody3D / VehicleWheel3D arcade vs sim knobs.

soft_body_3d_interaction.gd

SoftBody3D flags, pinning, and Jolt mass/stiffness tuning.

physics_ccd_3d_projectile.gd

CCD / sub-step anti-tunneling for small fast bodies.

physics_server_3d_bullets.gd

RID bullets at scale with mandatory free_rid().

physics_layers_3d_config.gd

Named 3D collision matrix architecture.

custom_gravity_well_3d.gd

Planet / zero-G Area3D gravity priority.

joint_3d_breakage_logic.gd

Joint stress monitoring and procedural snaps.

ray_query_3d_vision.gd

Low-level LOS / AI vision queries.

raycast_visualizer.gd

In-game ray hit/normal debug draw.

Expert Pointers (Jolt)

  • Prefer Generic6DOFJoint3D over stacking specialized joints unless you need a specific node UX.
  • Ragdoll/vehicle/soft samples live in scripts above — do not expand Create Physical Skeleton editor tutorials in this body.
  • Version-specific Jolt/soft-body upgrade steps: migration-notes.md.

Deep dives (on demand)

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.

Show full SKILL.md (418 more words)Show less
Official Documentation
  • Physics introduction — Layers vs masks, body types, and the shared 2D/3D collision mental model every 3D setup depends on.
  • Collision shapes (3D) — Primitive vs convex/concave shapes and why scaling CollisionShape3D breaks normals and contacts.
  • Using Jolt Physics — Engine switch, joint-property gaps vs Godot Physics, and project-setting caveats for stable 3D sims.
  • Using RigidBody — Safe control via forces, impulses, and _integrate_forces instead of fighting the solver with per-frame transforms.
  • Ragdoll system — PhysicalBoneSimulator3D / PhysicalBone3D setup for death sims and animation↔physics handoff.
  • Using SoftBody3D — Cloth/flag deformation, pinning, and why Jolt is preferred for soft-body robustness.
  • Ray-casting — RayCast3D vs PhysicsDirectSpaceState3D queries, exclusions, and space access during the physics tick.
  • Troubleshooting physics issues — Tunneling, jitter, CCD misuse, and common layer/mask misconfigurations.
  • Physics interpolation introduction — Why fixed physics ticks stutter on high-refresh displays and when interpolation smooths 3D motion.
  • PhysicsServer3D — RID-based body/shape APIs for swarm-scale projectiles with mandatory free_rid cleanup.
  • PhysicsDirectSpaceState3D — Ray/shape/point queries for LOS, hover constraints, and custom suspensions without permanent query nodes.
  • ShapeCast3D — Volume casts for stair/ground detection when a thin RayCast3D misses ledges or uneven floors.
Prerequisites
  • godot-project-foundations — 3D physics engine choice, tick rate, gravity, and named layer bits must be set before matrices and Jolt tuning stay sane.
  • godot-gdscript-mastery — Typed RIDs, bitmask enums, and _physics_process discipline underpin server-side and CharacterBody3D patterns here.
  • godot-signal-architecture — body_entered / contact-monitor wiring needs clean ownership so Area3D gravity wells and CCD hits do not spam.
Complements
  • godot-2d-physics — Parallel layer/mask and body-type contracts when sharing policy across dimensions or porting mechanics.
  • godot-raycasting-queries — Deeper query-parameter recipes (masks, exclusions, shape casts) when vision/hitscan systems outgrow the basics.
  • godot-3d-world-building — Static collision from GridMap/CSG/meshes must match the same 3D layer matrix used by characters and projectiles.
  • godot-animation-tree-mastery — AnimationTree poses and state machines feed ragdoll start/stop and influence blending on PhysicalBoneSimulator3D.
  • godot-performance-optimization — Profiling and pooling guidance when PhysicsServer3D swarms, soft bodies, or CCD counts become bottlenecks.
  • godot-debugging-profiling — Visible collision shapes, contact normals, and profiler traps when diagnosing jitter, tunneling, or missed stairs.
Downstream / consumers
  • godot-combat-system — 3D hitboxes/hurtboxes and projectile CCD inherit layer/mask and space-query choices from this domain.
  • godot-genre-racing — VehicleBody3D suspension/friction tuning and drift feel consume the vehicle and Jolt guidance here.
  • godot-genre-shooter-fps — Hitscan rays, CharacterBody3D movement, and high-speed projectile CCD are direct consumers of these contracts.
  • godot-navigation-pathfinding — Agents still need physics layers for blockers and LOS; keep nav meshes and the collision world consistent.
  • godot-monte-carlo-balancer — Gravity, CCD, joint break thresholds, and hitbox size change win-rates; simulate those physics knobs instead of guessing.
Master
  • godot-master — Library router and mirrored entry point for discovering 3D 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 16 other files (scripts, references) in skills/godot-physics-3d of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/expert-3d-constraints.md
  • references/migration-notes.md
  • scripts/custom_gravity_well_3d.gd
  • scripts/hover_constraint_3d.gd
  • scripts/joint_3d_breakage_logic.gd
  • scripts/kinematic_3d_stairs_logic.gd
  • scripts/physics_ccd_3d_projectile.gd
  • scripts/physics_layers_3d_config.gd
  • scripts/physics_server_3d_bullets.gd
  • scripts/ragdoll_blender.gd
  • scripts/ragdoll_manager.gd
  • scripts/ray_query_3d_vision.gd
  • scripts/raycast_visualizer.gd
  • scripts/shapecast_3d_ground_check.gd
  • scripts/soft_body_3d_interaction.gd
  • scripts/vehicle_simulation_tuning.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Physics 3D 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 Physics 3D compared with similar skills
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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
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Physics 3D

What does Godot Physics 3D do?

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Godot Physics 3D is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers.

When should I use Godot Physics 3D?

Godot Physics 3D fits situations like: rigid body simulations; character physics; complex interactions; keywords: RigidBody3D.

How do I install Godot Physics 3D in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-physics-3d -a claude-code`. Or copy the skill folder (skills/godot-physics-3d in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-physics-3d in your project. Claude Code loads it when a task matches its description.

How do I install Godot Physics 3D in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-physics-3d -a codex`. Or copy the skill folder (skills/godot-physics-3d in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-physics-3d in your project. Codex loads it when a task matches its description.

Can I use Godot Physics 3D 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-physics-3d -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-physics-3d, .gemini/skills/godot-physics-3d, .github/skills/godot-physics-3d and .opencode/skills/godot-physics-3d in your project.

What does Godot Physics 3D need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Physics 3D is instructions for the agent only.

Does Godot Physics 3D 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 Physics 3D 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 Physics 3D use?

Godot Physics 3D 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 Physics 3D use?

About 3.3k tokens (SKILL.md is roughly 13k 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 1.7k tokens, read only when the agent opens those files.

What are the alternatives to Godot Physics 3D?

Skills that share tags, products or a category with Godot Physics 3D: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Physics 3D?

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.