Godot Physics

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

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+.

Instructions onlySoftware Development
AI-generated overview

Guides Godot 4.7 physics bodies, collision layers and masks, overlap detection, and raycasts in 2D and 3D.

What it does
This skill explains how to choose and configure Godot physics bodies (StaticBody, RigidBody, CharacterBody, Area), set collision layers versus masks, detect overlaps through Area signals, apply forces and impulses, and cast rays with RayCast nodes or direct space-state queries. It covers both 2D and 3D, including Jolt Physics differences in 3D projects, and points to a reference file for advanced topics such as joints, shape queries, and PhysicsServer access.
When to use it
Use it when configuring collision layers or masks, detecting overlaps with Area2D or Area3D, applying forces to a RigidBody, or casting rays in a Godot project. It is not intended for kinematic character controllers, tile collision setup, or tuning physics feel.
Requirements
No scripts are shipped; it is instructions only. It assumes a Godot 4.7 project and access to the bundled reference file references/bodies-and-queries.md.

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.

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/godot/godot-physicsat commitd4b0e35

License: No license

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