Godot 2d Physics
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.
- Skill ID
- thedivergentai/gd-agentic-skills/godot-2d-physics
- Publisher
- thedivergentai
- Repository
- gd-agentic-skills
- Installs
- 0
- Files
- 31
- Synced
- Sep 23, 2026
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.
thedivergentai/gd-agentic-skills/godot-2d-physicsInstalls these files- SKILL.md
- references/area2d-and-queries.md
- references/collision-layers-masks.md
- references/migration-notes.md
- scripts/collision_bitmask_helper.gd
- scripts/collision_debouncer.gd
- scripts/collision_layer_matrix_manager.gd
- scripts/collision_setup.gd
- scripts/collision_visual_debugger.gd
- scripts/compound_body_sync.gd
- scripts/continuous_collision_detection.gd
- scripts/custom_gravity_area.gd
- scripts/custom_gravity_override.gd
- scripts/custom_physics.gd
- scripts/custom_physics_2d.gd
- scripts/jitter_interpolation_fix.gd
- scripts/move_and_collide_precision.gd
- scripts/performance_batch_mover.gd
- scripts/physics_direct_query.gd
- scripts/physics_direct_space_query.gd
- scripts/physics_interpolation_smoothing.gd
- scripts/physics_queries.gd
- scripts/physics_query_cache.gd
- scripts/physics_server_direct_body.gd
- scripts/physics_server_swarm.gd
- scripts/raycast_hit_prediction.gd
- scripts/raycast_vision_stack.gd
- scripts/safe_rigidbody_state.gd
- scripts/shapecast_aoe.gd
- scripts/shapecast_aoe_detection.gd
- scripts/substepping_logic.gd
What this skill tells the agent
2D Physics
Expert guidance for collision detection, triggers, and raycasting in Godot 2D.
NEVER Do
- NEVER scale `CollisionShape2D` nodes — Use the shape handles in the editor, NOT the Node2D scale property. Scaling causes unpredictable physics behavior and incorrect collision normals [12].
- NEVER confuse `collision_layer` with `collision_mask` — Layer = "What AM I?", Mask = "What do I DETECT?". Setting both to the same value is usually wrong [13].
- NEVER multiply velocity by delta when using `move_and_slide()` —
move_and_slide()automatically includes timestep. Only multiply gravity/acceleration by delta [14]. - NEVER forget `force_raycast_update()` for manual mid-frame raycasts — Raycasts update once per physics frame. If you change target_position, you MUST force an update [15].
- NEVER use `get_overlapping_bodies()` every frame — It is expensive. Cache results with
body_entered/body_exitedsignals instead [16]. - NEVER modify `RigidBody2D` state directly in `_process` — Use
_integrate_forces()for safe, synchronized access toPhysicsDirectBodyState2D[17, 411]. - NEVER move `PhysicsBody2D` nodes in `_process()` — Use
_physics_process(). Moving bodies outside the physics step causes stutter and unreliable collision detection. - NEVER use `RigidBody2D` for 1000+ simple entities — Use
PhysicsServer2Dto bypass node overhead for massive performance gains (Swarms/Bullets) [18, 397]. - NEVER use `Area2D` for high-frequency blocking (Bullets) — Area signals can be delayed. Use
move_and_collide()orShapeCast2Dfor frame-perfect results [19]. - NEVER ignore 'Physics Jitter' on high-refresh monitors — Enable Physics Interpolation to prevent micro-stutter in motion [21, 400].
- NEVER scale collision shapes directly at runtime — It causes major instability. Resize the shape resource (size/radius) instead.
- NEVER use `set_deferred` for immediate physics transform logic — It happens at the end of the frame. Use
force_raycast_update()orPhysicsServer2Dinstead. - NEVER leave Continuous CD (CCD) enabled for slow objects — It adds significant CPU overhead. Reserve it for high-speed projectiles to prevent tunneling.
- NEVER use a single collision layer for all tiles/entities — Separate layers (Ground, Walls, Enemies) to allow selective filtering via masks.
- NEVER forget to free `PhysicsServer2D` RIDs manually — They are not garbage collected and will leak memory permanently.
Available Scripts
MANDATORY: Read the script matching your workflow branch before coding. Query/Area cookbook samples live in scripts — not in this body.
Workflow router (MANDATORY / Do NOT Load)
| Branch | Load | Do NOT Load |
|---|---|---|
| Layer/mask matrix setup | collision_bitmask_helper.gd or collision_setup.gd; matrix policy → collision_layer_matrix_manager.gd | Swarm / CCD scripts |
| LOS / vision cones | raycast_vision_stack.gd (+ physics_direct_query.gd for nodeless rays) | shapecast_aoe*.gd, physics_server_swarm.gd |
| AOE / melee volume | Prefer shapecast_aoe.gd (faction mask); ground/volume sensing → shapecast_aoe_detection.gd | Area2D spam + lava DoT tutorials; do not load both shapecast scripts for the same feature |
| Hitscan / point pick / one-shot shape | physics_queries.gd (canonical). Specialists: physics_direct_space_query.gd (LOS bool), raycast_hit_prediction.gd | Re-load all three query helpers at once |
| Bullet hell / 1000+ bodies | MANDATORY physics_server_swarm.gd (+ physics_server_direct_body.gd for RID shapes) | Per-bullet Area2D / RigidBody2D nodes |
| High-speed tunneling | continuous_collision_detection.gd + substepping_logic.gd | CCD on slow props |
| RigidBody safe mutate | safe_rigidbody_state.gd (_integrate_forces) | Direct transform writes in _process |
| Custom CharacterBody forces | custom_physics_2d.gd | custom_physics.gd (that file is RigidBody _integrate_forces) |
| Gravity zones | custom_gravity_area.gd (Area override) or custom_gravity_override.gd (character weight/zones) | Both unless you need Area + character paths |
| Overlap signal spam | collision_debouncer.gd | Polling get_overlapping_bodies every frame |
| Compound multi-shape RID | compound_body_sync.gd | Multiple nodes for one logical body |
| Debug contact normals | collision_visual_debugger.gd | Visible collision menu insufficient |
| High-refresh jitter | Prefer jitter_interpolation_fix.gd | physics_interpolation_smoothing.gd (legacy/manual; only if built-in interpolation is unavailable) |
| Precision bounce / slide | move_and_collide_precision.gd | — |
| Batch static movers | performance_batch_mover.gd | — |
| Query result cache | physics_query_cache.gd | Duplicate space queries same frame |
Canonical vs overlap (dedupe guide)
- ShapeCast AOE: load
shapecast_aoe.gdfor combat AOE;shapecast_aoe_detection.gdonly for grounded/volume checks — never both for one feature. - Space queries: start with
physics_queries.gd; addphysics_direct_query.gd/physics_direct_space_query.gdonly if that specialist matches. - Custom physics: CharacterBody →
custom_physics_2d.gd; RigidBody integrate →custom_physics.gd. - Interpolation:
jitter_interpolation_fix.gdwins overphysics_interpolation_smoothing.gd.
Script index
- collision_setup.gd / collision_bitmask_helper.gd / collision_layer_matrix_manager.gd
- physics_queries.gd / physics_direct_query.gd / physics_direct_space_query.gd / physics_query_cache.gd
- raycast_vision_stack.gd / raycast_hit_prediction.gd
- shapecast_aoe.gd / shapecast_aoe_detection.gd
- physics_server_swarm.gd / physics_server_direct_body.gd
- continuous_collision_detection.gd / substepping_logic.gd
- safe_rigidbody_state.gd / custom_physics.gd / custom_physics_2d.gd
- custom_gravity_area.gd / custom_gravity_override.gd
- collision_debouncer.gd / jitter_interpolation_fix.gd
- compound_body_sync.gd / collision_visual_debugger.gd
- move_and_collide_precision.gd / performance_batch_mover.gd
- physics_interpolation_smoothing.gd — legacy; prefer jitter fix script
Decision Tree: Collision Detection Methods
| Use Case | Method | Why / script |
|---|---|---|
| Continuous trigger zone | Area2D + signals | Memory of occupants; debounce with collision_debouncer.gd |
| One-time pickup | Area2D + queue_free on enter | Simple cleanup |
| Line-of-sight | RayCast2D / direct ray | raycast_vision_stack.gd or physics_direct_query.gd |
| Click-to-select | PhysicsPointQueryParameters2D | physics_queries.gd |
| AOE spell / melee volume | ShapeCast2D / shape query | shapecast_aoe.gd (not Area signal lag) |
| Instant-hit weapon | PhysicsRayQueryParameters2D | physics_queries.gd / raycast_hit_prediction.gd |
| Platformer ground / ledge | Ray or ShapeCast down | CharacterBody skill + shapecast_aoe_detection.gd |
More from thedivergentai
Use this skill in a project
Open any RiverX project, search the Skills panel for thedivergentai/gd-agentic-skills/godot-2d-physics, and install it in one click.
