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Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlap
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
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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. In 3D, projects created with Godot 4.6 or later run Jolt Physics by
default; older projects keep GodotPhysics3D unless someone switched them. 2D always
uses Godot's own 2D engine.
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.
[physics] 3d/physics_engine="Jolt Physics" in
project.godot). The API is the same, but joints, ray-cast face indices, kinematic
contacts, and collision margins behave differently (see Pitfalls).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.Area signals (body_entered, area_entered)._integrate_forces for full
control.RayCast2D/3D node (polled each frame) or a one-shot space-state
query 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
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)
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.
# 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
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.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.CollisionShape (or leaving it empty) means the body never collides.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.face_index is always -1 in intersect_ray() / RayCast3D results under Jolt.
Turn on Project Settings > Physics > Jolt Physics 3D > Queries > Enable Ray Cast Face
Index if you need it (it costs roughly 25% more memory for ConcavePolygonShape3D).node_b with node_a as the world; GodotPhysics3D always treats it as
node_a. Assign the body to the slot Jolt expects, or use Physics > Jolt Physics 3D >
Joints > World Node for compatibility with an older project.bias/softness/
relaxation on Pin, Hinge and ConeTwist joints; limit softness/restitution/damping on
Slider and Generic6DOF joints). Godot warns when they are set to non-default values.RigidBody3D reports no contacts with static or kinematic bodies,
even with max_contacts_reported > 0. Enable Physics > Jolt Physics 3D > Simulation >
Generate All Kinematic Contacts if gameplay depends on those contacts.margin shrinks the shape instead of padding it under Jolt, so sizes stay
true but shape queries can return odd normals on small shapes; the effective margin comes
from Physics > Jolt Physics 3D > Collisions > Collision Margin Fraction.Area3D now fires body_entered for SoftBody3D under Jolt (GodotPhysics3D never
did). Filter soft bodies out with layers/masks if the old behavior is expected._integrate_forces, joints, one-way collision, PhysicsServer direct access,
shape queries (intersect_shape), and 3D move_and_collide, read
references/bodies-and-queries.md.https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html).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.name: godot-physics description: > Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
---
name: godot-physics
description: >
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody,
Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and
raycasts (RayCast nodes and direct space-state queries). Use when configuring
collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a
RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including
3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
---
# Godot Physics (4.x, 2D + 3D)
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**. In 3D, projects created with Godot 4.6 or later run **Jolt Physics** by
default; older projects keep **GodotPhysics3D** unless someone switched them. 2D always
uses Godot's own 2D engine.
## 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. **For 3D, check which engine runs** before debugging behavior: Project Settings >
Physics > 3D > Physics Engine (`[physics]` `3d/physics_engine="Jolt Physics"` in
`project.godot`). The API is the same, but joints, ray-cast face indices, kinematic
contacts, and collision margins behave differently (see Pitfalls).
2. **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.
3. **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.
4. **Detect overlaps** with `Area` signals (`body_entered`, `area_entered`).
5. **Drive RigidBodies with forces/impulses**, or override `_integrate_forces` for full
control.
6. **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)
```gdscript
# 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
```gdscript
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
```gdscript
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
```gdscript
# 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.
### Jolt Physics (3D) differences
- **`face_index` is always `-1`** in `intersect_ray()` / `RayCast3D` results under Jolt.
Turn on Project Settings > Physics > Jolt Physics 3D > Queries > Enable Ray Cast Face
Index if you need it (it costs roughly 25% more memory for `ConcavePolygonShape3D`).
- **A joint with only one body gets inverted limits after switching engines.** Jolt treats
the lone body as `node_b` with `node_a` as the world; GodotPhysics3D always treats it as
`node_a`. Assign the body to the slot Jolt expects, or use Physics > Jolt Physics 3D >
Joints > World Node for compatibility with an older project.
- **Joint soft-limit properties do nothing** under Jolt (e.g. `bias`/`softness`/
`relaxation` on Pin, Hinge and ConeTwist joints; limit softness/restitution/damping on
Slider and Generic6DOF joints). Godot warns when they are set to non-default values.
- **A frozen kinematic `RigidBody3D` reports no contacts** with static or kinematic bodies,
even with `max_contacts_reported > 0`. Enable Physics > Jolt Physics 3D > Simulation >
Generate All Kinematic Contacts if gameplay depends on those contacts.
- **Shape `margin` shrinks the shape instead of padding it** under Jolt, so sizes stay
true but shape queries can return odd normals on small shapes; the effective margin comes
from Physics > Jolt Physics 3D > Collisions > Collision Margin Fraction.
- **`Area3D` now fires `body_entered` for `SoftBody3D`** under Jolt (GodotPhysics3D never
did). Filter soft bodies out with layers/masks if the old behavior is expected.
## 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`.
- Jolt specifics: Godot docs "Using Jolt Physics"
(`https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html`).
## 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.
Free to get does not mean free to run. Price labels are not safety ratings. Submit pricing information →
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Review before install: Avoid automatic install
License: Apache-2.0
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Quality
73/100
Strong
Trust
73/100
Sandbox only
Audit
83/100
Risky
Copies are not installs. Installation counts require a reported successful installation; they are not a blanket quality guarantee.
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
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"version": "agent-proven-v1",
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"tier": "unproven",
"label": "Needs first agent run",
"summary": "No agent outcome reports yet. Use Resolve, run one narrow sandbox task, then report the result.",
"metrics": {
"totalOutcomes": 0,
"successfulOutcomes": 0,
"failedOutcomes": 0,
"installAttempts": 0,
"installSuccessRate": null,
"successRate": null,
"recentSuccessRate": null,
"recentFailureRate": null,
"riskBlocked": 0,
"setupRequired": 0,
"notRelevant": 0,
"avgOutputQuality": null,
"avgTimeToUsefulMs": null,
"productionOutcomes": 0,
"humanReviewRequired": 0,
"uniqueAgents": 0,
"lastOutcomeAt": null
},
"signals": [],
"penalties": [
"No real agent outcome evidence yet"
]
},
"audit": {
"score": 83,
"risk_level": "risky",
"risk_label": "Risky",
"warnings": [
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"AI review approval is missing",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review",
"Review status: AI review approval is missing"
]
},
"safety_gate": {
"tier": "blocked",
"label": "Blocked for auto-install",
"auto_install_policy": "block",
"auto_install_allowed": false,
"human_review_required": true,
"blocked": true,
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first."
},
"quality": {
"score": 73,
"label": "Strong"
},
"supply": {
"track": "Data, BI, and analytics",
"scenario": "Data",
"maintenance": "9d since push",
"risk": "Risky"
},
"alternative_skills": [],
"do_not_use_when": [
"teams that need a vendor-supported SLA",
"high-compliance environments without internal security review",
"No major risk signals from current metadata",
"Audit risk risky exceeds max_risk=medium",
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"AI review approval is missing",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review"
],
"agent_contract": {
"task_input": "Use godot-physics in an agent workflow",
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first.",
"install_policy": "block",
"minimum_review_before_use": [
"Trust: 81/100 Strong shortlist",
"Audit: 83/100 Risky",
"Safety: 63/100 Avoid automatic install",
"Review repository, license, install command, and permission surface before production use."
],
"expected_agent_output": {
"selected_skill": "gamedev-skills-godot-physics (godot-physics)",
"install_command": "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-physics",
"risk_summary": "Risky; Blocked for auto-install; Review before production",
"verification_result": "Report the smallest successful task, files touched, warnings, and any missing setup."
}
},
"outcome_feedback": {
"endpoint": "https://www.openagentskill.com/api/agent/outcome",
"method": "POST",
"requires_resolve_event_id": true,
"event_id_source": "Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.",
"expected_outcomes": [
"success",
"failed",
"not_relevant",
"blocked_by_risk",
"setup_required"
],
"payload_template": {
"event_id": "<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>",
"skill_slug": "gamedev-skills-godot-physics",
"task": "Use godot-physics in an agent workflow",
"agent": "codex",
"outcome": "success",
"install_used": true,
"risk_blocked": false,
"setup_required": false,
"task_success": true,
"output_quality": 4,
"error_type": null,
"human_review_required": false,
"workspace": "sandbox",
"time_to_useful_ms": 120000,
"notes": "Report the smallest successful task, setup friction, files touched, and risk notes."
}
},
"endpoints": {
"web": "https://www.openagentskill.com/skills/gamedev-skills-godot-physics",
"api": "https://www.openagentskill.com/api/agent/skills/gamedev-skills-godot-physics",
"audit": "https://www.openagentskill.com/skills/gamedev-skills-godot-physics/audit",
"eval": "https://www.openagentskill.com/api/agent/evals?slug=gamedev-skills-godot-physics&task=Use%20godot-physics%20in%20an%20agent%20workflow&max_risk=medium",
"resolve": "https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-physics%20in%20an%20agent%20workflow&agent=codex&max_risk=medium",
"receipt": "https://www.openagentskill.com/api/agent/receipt?task=Use%20godot-physics%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text",
"install": "https://www.openagentskill.com/api/skills/gamedev-skills-godot-physics/install",
"manifest": "https://www.openagentskill.com/api/registry/manifest/gamedev-skills-godot-physics"
}
}Listing source
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[](https://www.openagentskill.com/skills/gamedev-skills-godot-physics/audit)
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