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

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# 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 |