godot-physics

Godot physics skill for rigid bodies, areas, collision layers, and raycasting.

509 stars

Best use case

godot-physics is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Godot physics skill for rigid bodies, areas, collision layers, and raycasting.

Teams using godot-physics should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/godot-physics/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/godot-physics/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/godot-physics/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How godot-physics Compares

Feature / Agentgodot-physicsStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Godot physics skill for rigid bodies, areas, collision layers, and raycasting.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Godot Physics Skill

Physics system implementation for Godot Engine.

## Overview

This skill provides capabilities for implementing physics-based gameplay in Godot.

## Capabilities

- Configure RigidBody2D/3D
- Set up collision layers and masks
- Implement raycasting and shape casting
- Handle Area2D/3D triggers
- Configure physics materials

## Usage Patterns

```gdscript
extends RigidBody2D

func _physics_process(delta):
    var space_state = get_world_2d().direct_space_state
    var query = PhysicsRayQueryParameters2D.create(position, target)
    var result = space_state.intersect_ray(query)
```

## References

- [Godot Physics](https://docs.godotengine.org/en/stable/tutorials/physics/)

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