Specification
- Skill ID
- gamedev-skills/awesome-gamedev-agent-skills/godot-2d-movement
- Publisher
- gamedev-skills
- Repository
- awesome-gamedev-agent-skills
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
How to use it
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
gamedev-skills/awesome-gamedev-agent-skills/godot-2d-movementInstalls these files- SKILL.md
- references/controller-recipes.md
What this skill tells the agent
Godot 2D Movement (4.x)
Build responsive 2D character controllers with CharacterBody2D and the argument-less move_and_slide(). Targets Godot 4.7.
When to use
- Use when scripting a 2D player/enemy that moves and collides: platformer (gravity + jump) or top-down (free 8-direction), slope walking, or wall/floor detection.
- Use when
move_and_slide()"does nothing", the character sinks through floors, oris_on_floor()is always false.
*When not to use:* dynamic rigid bodies, areas, raycasts, collision layers → godot-physics; tile-based levels → godot-tilemap; full platformer game template → the platformer genre skill; engine-agnostic feel tuning → physics-tuning.
Core workflow
- Use `CharacterBody2D` with a
CollisionShape2Dchild. It is script-driven: it does not fall or react to forces on its own. - Set the `velocity` property, then call `move_and_slide()` (no arguments in 4.x). The method reads
velocity, moves the body, slides along surfaces, and updatesvelocityto reflect what actually happened. - Do it in `_physics_process(delta)` —
move_and_slide()uses the physics step's delta internally, so do not multiplyvelocitybydeltayourself. - Platformer: add gravity to
velocity.yeach tick, jump by settingvelocity.ynegative whenis_on_floor(). - Top-down: build a direction from input and scale by speed; set
motion_mode = MOTION_MODE_FLOATINGso there is no "floor/wall" distinction. - Read results with
is_on_floor(),is_on_wall(),get_wall_normal(), andget_slide_collision(i)after the call.
Patterns
1. Platformer controller (gravity, jump, slopes)
extends CharacterBody2D
@export var speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 1200.0 # pixels/sec^2 (tune to taste)
func _physics_process(delta: float) -> void:
# Apply gravity while airborne.
if not is_on_floor():
velocity.y += gravity * delta
# Jump only when grounded (Input action set in Project Settings > Input Map).
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Horizontal input: -1, 0, or 1.
var dir := Input.get_axis("move_left", "move_right")
if dir != 0.0:
velocity.x = dir * speed
else:
velocity.x = move_toward(velocity.x, 0.0, speed) # decelerate to a stop
move_and_slide() # 4.x: no arguments; uses and updates `velocity`2. Top-down 8-direction movement
extends CharacterBody2D
@export var speed := 220.0
func _ready() -> void:
motion_mode = CharacterBody2D.MOTION_MODE_FLOATING # no floor/ceiling concept
func _physics_process(_delta: float) -> void:
# get_vector returns a normalized-ish Vector2 from four input actions.
var input := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = input * speed
move_and_slide()3. Reading slide collisions after moving
func _physics_process(delta: float) -> void:
# ... set velocity ...
move_and_slide()
for i in get_slide_collision_count():
var c := get_slide_collision(i)
var other := c.get_collider()
if other and other.is_in_group("enemies"):
take_damage(1) # touched an enemy while moving4. Coyote time (forgiving jump just after leaving a ledge)
@export var coyote_time := 0.1
var _coyote := 0.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += gravity * delta
_coyote -= delta
else:
_coyote = coyote_time
if Input.is_action_just_pressed("jump") and _coyote > 0.0:
velocity.y = jump_velocity
_coyote = 0.0
# ... horizontal input + move_and_slide() ...Pitfalls
- 3.x signature is gone.
move_and_slide(velocity)(returning the new velocity) was removed. In 4.x set thevelocityproperty and callmove_and_slide()with no args.move_and_slide(velocity, Vector2.UP)will not parse. - Multiplying velocity by delta.
move_and_slide()already accounts for the physics delta. Settingvelocity = dir * speed * deltamakes the body crawl. - Movement in `_process` instead of
_physics_processcauses frame-rate-dependent, jittery motion. Always move in_physics_process. - `is_on_floor()` always false when
up_directionis wrong (defaultVector2.UP), there is noCollisionShape2D, or you never calledmove_and_slide()this frame. - Sinking through floors usually means the collision shape is missing/zero-sized, the floor body is on a layer this body's mask doesn't include, or you moved the body via
position +=instead of velocity +move_and_slide(). - Slope slipping while idle: keep
floor_stop_on_slope = true(default) and set afloor_snap_lengthso the body sticks to downward slopes.
References
- For one-way platforms, moving platforms, jump buffering, variable jump height, and
move_and_collide()(manual collision response), readreferences/controller-recipes.md.
Related skills
godot-physics— collision layers/masks, areas, raycasts, rigid bodies.godot-tilemap— building the levels this character walks on.godot-animation— driving sprite/skeletal animation from movement state.camera-systems— follow camera, deadzone, and look-ahead that track this character.platformer/input-systems— full genre template and rebindable input.
More from gamedev-skills
Use this skill in a project
Open any RiverX project, search the Skills panel for gamedev-skills/awesome-gamedev-agent-skills/godot-2d-movement, and install it in one click.
