godot-physics SKILL.md skillA

godot-physics from gamedev-skills/awesome-gamedev-agent-skills is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.

Install it, pinned
mdr add gamedev-skills/awesome-gamedev-agent-skills/godot-physics@git:20260925.e4e9569

Pins git:20260925.e4e9569 in mdr.lock. Pin the fingerprint instead.

Audit grade
A, 17 of 17 checks passed
Kind
SKILL.md skill
Repository
gamedev-skills/awesome-gamedev-agent-skills
Path
skills/godot/godot-physics/SKILL.md
Versions recorded
4
Latest version
git:20260925.e4e9569, committed Sep 25, 2026
First version recorded
Jun 24, 2026
Size
8,292 bytes
Repository stars
1,784
License
Apache-2.0

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+.

Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.

What the file says

# 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
…

Read the whole file at its exact version.

How to install

The exact contents, by fingerprint
mdr add gamedev-skills/awesome-gamedev-agent-skills/godot-physics@sha256:5331095761746565

The line at the top of this page pins the label git:20260925.e4e9569, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.

Badge

mdr badge

[![mdr](https://markdownregistry.com/badge/art_7yfh4f546ec7ft4d.svg)](https://markdownregistry.com/a/art_7yfh4f546ec7ft4d)

2 badge image fetches in 30 days. What the badge shows.

Versions

The registry has recorded 4 versions of this file, between Jun 24, 2026 and Sep 25, 2026, about one every 31 days.

versioncommittedcommitsizeaudit
git:20260925.e4e9569 latest2026-09-25 e4e9569 8,292 BA view · diff
git:20260808.3727d022026-08-08 3727d02 5,971 BA view · diff
git:20260625.c6e4cc02026-06-25 c6e4cc0 6,089 BA view · diff
git:20260624.66a8b962026-06-24 66a8b96 6,054 BA view

Audit of the latest version

A  17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
  • pass: Frontmatter block present
  • pass: Frontmatter declares a name
  • pass: Frontmatter declares a description
  • pass: Size between 200 bytes and 200 KB (8292 bytes)
  • pass: No zero-width or bidi control characters
  • pass: No instruction hidden inside an HTML comment
  • pass: No link to an exfiltration or paste host
  • pass: No credential-shaped string
  • pass: No instruction to send local credentials anywhere
  • pass: No text hidden with inline styles
  • pass: No prompt-injection phrasing
  • pass: No curl or wget piped into a shell
  • pass: No recursive delete of root, home or parent
  • pass: No instruction to read or print local credentials
  • pass: No base64 blob over 200 characters
  • pass: No link to a raw IP address
  • pass: No script tag

Source

GitHub

gamedev-skills/awesome-gamedev-agent-skills · 1,784 stars · license Apache-2.0 · pushed 2026-10-09 · branch main

API

GET https://markdownregistry.com/api/v1/artifacts/art_7yfh4f546ec7ft4d
GET https://markdownregistry.com/api/v1/resolve?ref=gamedev-skills/awesome-gamedev-agent-skills/godot-physics
GET https://markdownregistry.com/api/v1/blob/53310957617465653c838309851bad09b12a051e6aeef2a2b307f11d9e75062b

Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.

Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.

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