Individual skill
gamedev-physics
Use when working with a game engine's physics — rigid bodies, colliders, collision layers and masks, character controllers, joints, forces versus impulses, raycasts and shapecasts, or when a simulation is unstable (tunnelling, jitter, missed overlaps). Covers the Godot, Unity and Unreal equivalents. NOT rendering or shader-driven visual jitter (that is `gamedev-shaders`), NOT navigation, pathfinding or navmesh (that is `gamedev-pathing`).
skills/gamedev-physics/SKILL.md
Source commit d9d6bb338f66cc1e23998585e580a0ea45bbcb82
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- Yes
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- Observed behavior
- Not checked yet
- Last checked
- Nov 6, 2026
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Repository context
- Repository stars (not skill ratings)
- 557
- Repository last updated
- Nov 4, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
- agentic-ai Repository topic
- ai-agents Repository topic
- ai-coding Repository topic
- claude-code Repository topic
- cli Repository topic
- cline Repository topic
- codex Repository topic
- coding-assistant Repository topic
- cursor Repository topic
- physics Declared skill tag
- collision Declared skill tag
- rigidbody Declared skill tag
- character-controller Declared skill tag
- colliders Declared skill tag
- design Derived category
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SKILL.mdcore · 14,716 bytesevals/README.mddoc · 1,021 bytesevals/cases.yamlasset · 5,181 bytesreferences/character-controllers.mddoc · 6,380 bytesreferences/determinism-and-queries.mddoc · 6,840 bytesreferences/layers-and-masks.mddoc · 6,157 bytes
Read excerpt
# Game physics & collision
Make bodies collide, move, and stay stable across Godot, Unity, and Unreal. This skill owns the
mental model (body types, colliders, layers/masks, character controllers, joints, queries,
determinism) and maps every concept onto each engine's real API. When physics "feels broken" —
jitter, tunneling, sinking, ghost collisions — the cause is almost always one of: wrong body type,
a layer/mask mismatch, or moving/integrating outside the fixed physics tick. Check those first.
## Version contract — read first (never emit these)
| Engine | Target | Banned / deprecated | Use instead |
| --- | --- | --- | --- |
| **Godot** | 4.x | `move_and_slide(velocity, up, ...)` with arguments (that is Godot 3) | Godot 4 `move_and_slide()` takes **no args**; set the `velocity` property first |
| Godot | 4.x | `KinematicBody2D/3D`, `RayShape`, `WorldMarginShape`, `linear_velocity *= delta` before `move_and_slide()` | `CharacterBody2D/3D`, `SeparationRayShape2D/3D`, `WorldBoundaryShape2D/3D`; `move_and_slide()` is already delta-scaled |