Godot Physics (4.x, 2D + 3D)

SkillAI & models

godot-physics gives your AI what it needs to build working physics in Godot, in both 2D and 3D. Once added, your AI can set up physics bodies, organize objects into collision layers, detect when things touch or overlap, and fire raycasts. It is written for Godot 4.7.

Available today. Use it from your connected AI after setup.

After adding it, describe the behavior you want, such as a character that lands on platforms or an area that reacts when something enters it. Your AI will set up the bodies, layers, signals, and raycasts to make it work.

Then ask your AI: use the Godot Physics (4.x, 2D + 3D) skill

What your AI can do with it

  • Set up rigid, static, area, and character bodies in 2D and 3D
  • Configure collision layers and masks so only the right objects interact
  • Detect when bodies touch or overlap using contact and overlap signals
  • Fire raycasts with ray nodes or direct space queries to see what a line hits
  • Apply forces to physics bodies

What this skill tells your AI

The instructions your AI receives, as published by gamedev-skills/awesome-gamedev-agent-skills in skills/godot/godot-physics/SKILL.md and read by ahel’s review.

Pick the right physics body, wire up collision layers/masks, detect overlaps, and cast rays. Concepts apply to both 2D and 3D (swap the 2D/3D suffix). Targets Godot 4.7.

When to use

  • Use when choosing between body types, setting collision layers/masks so the right things collide, detecting overlaps (triggers, hurtboxes) with Area, applying forces/impulses to a RigidBody, or casting rays for line-of-sight/ground checks.

When not to use: kinematic character controllers (move_and_slide) → godot-2d-movement; tile collision setup → godot-tilemap; tuning the feel of physics (timestep, mass, jitter) → physics-tuning.

Core workflow

  1. Choose the body type:
    • StaticBody — never moves (floors, walls). Collides, no simulation.
    • RigidBody — fully simulated (gravity, forces, bouncing). Don't set its position directly; apply forces/impulses or set linear_velocity.
    • CharacterBody — script-driven kinematic (see godot-2d-movement).
    • Area — detects overlaps and can apply gravity/damping; no solid collision. Every body needs a CollisionShape (or CollisionPolygon) child.
  2. Configure layers and masks. A body is on its layers and scans for its masks. Two bodies interact only if one's layer is in the other's mask. Name layers in Project Settings > Layer Names for clarity.
  3. Detect overlaps with Area signals (body_entered, area_entered).
  4. Drive RigidBodies with forces/impulses, or override _integrate_forces for full control.
  5. Cast rays with a RayCast2D/3D node (polled each frame) or a one-shot space-state query from code.

Patterns

1. Collision layers vs masks (set from code)

# Player is on layer 1, scans layers 2 (walls) and 3 (enemies).
func _ready() -> void:
    set_collision_layer_value(1, true)    # I am on layer 1
    set_collision_mask_value(2, true)     # I collide with things on layer 2
    set_collision_mask_value(3, true)     # ...and layer 3
    # Bit-field forms also exist: collision_layer = 1; collision_mask = 0b110

2. Area2D as a trigger / hurtbox

extends Area2D                            # e.g. a damage zone

func _ready() -> void:
    body_entered.connect(_on_body_entered)
    area_entered.connect(_on_area_entered)

func _on_body_entered(body: Node2D) -> void:
    if body.has_method("take_damage"):
        body.take_damage(10)

func _on_area_entered(area: Area2D) -> void:
    print("Overlapped area: ", area.name)

3. Applying force and impulse to a RigidBody3D

extends RigidBody3D

func push(direction: Vector3) -> void:
    apply_central_impulse(direction * 8.0)     # instantaneous velocity change

func _physics_process(_delta: float) -> void:
    apply_central_force(Vector3.FORWARD * 4.0) # continuous force (per tick)
    # Never set `position` on a RigidBody to move it; use forces/impulses or
    # set linear_velocity. Use freeze=true if you must hold it in place.

4. Raycast two ways

# A) RayCast2D node: enable it, then poll after physics has updated.
@onready var ray: RayCast2D = $RayCast2D    # set target_position in the editor

func _physics_process(_delta: float) -> void:
    if ray.is_colliding():
        var hit := ray.get_collider()
        var point := ray.get_collision_point()

# B) One-shot query from code (no node needed).
func ground_under(global_from: Vector2) -> Dictionary:
    var space := get_world_2d().direct_space_state
    var query := PhysicsRayQueryParameters2D.create(global_from, global_from + Vector2(0, 64))
    query.collision_mask = 1                 # only layer 1
    return space.intersect_ray(query)        # {} if nothing hit, else collider/position/normal

Pitfalls

  • Layer vs mask confusion is the #1 bug. Layer = "what I am"; mask = "what I look for". For A to detect B, B's layer must be in A's mask. Detection can be one-directional.
  • Moving a RigidBody by position fights the solver and causes tunneling/jitter. Use impulses/forces, set linear_velocity, or freeze it. To teleport, set position and zero the velocities inside _integrate_forces.
  • Area doesn't fire when neither monitoring nor monitorable is set, or layers/masks don't overlap. monitoring must be on for the Area to detect; monitorable lets others detect it.
  • RayCast2D/3D read stale or no data if enabled is false, or if you read it before physics updated — read in _physics_process, and call force_raycast_update() after moving it within the same tick.
  • Forgetting a CollisionShape (or leaving it empty) means the body never collides.
  • Fast objects tunnel through thin walls; enable continuous CD on the RigidBody (continuous_cd) or use a raycast-based check.
  • intersect_ray excludes its own body? Pass query.exclude = [self.get_rid()] (an Array[RID], not an array of nodes) to skip self-hits.

References

  • For _integrate_forces, joints, one-way collision, PhysicsServer direct access, shape queries (intersect_shape), and 3D move_and_collide, read references/bodies-and-queries.md.

Related skills

  • godot-2d-movement — kinematic CharacterBody2D controllers.
  • godot-tilemap — tile collision shapes and their layers.
  • physics-tuning — engine-agnostic feel: timestep, mass, drag, CCD.
  • godot-3d-essentials — 3D scene setup these bodies live in.

Signals

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Last commit
Sep 2026
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skill
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godot-physics
Source
github.com/gamedev-skills/awesome-gamedev-agent-skills