Individual skill
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
skills/physics-system/SKILL.md
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SKILL.mdcore · 15,242 bytesSKILL.mdcore · 15,242 bytesSKILL.mdcore · 15,242 bytesSKILL.mdcore · 15,242 bytesreferences/area-recipes.mddoc · 2,233 bytesreferences/collision-layers.mddoc · 1,053 bytesreferences/collision-shapes.mddoc · 1,869 bytesreferences/interpolation-camera.mddoc · 1,856 bytesreferences/interpolation-tuning.mddoc · 990 bytesreferences/jolt-differences.mddoc · 606 bytesreferences/ragdoll-recipes.mddoc · 2,551 bytesreferences/raycasting-recipes.mddoc · 4,171 bytesreferences/rigidbody-recipes.mddoc · 6,026 bytesreferences/softbody-recipes.mddoc · 3,376 bytesreferences/staticbody-recipes.mddoc · 1,879 bytesreferences/troubleshooting.mddoc · 1,285 bytes
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# Physics System in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for CharacterBody2D/3D movement patterns, **component-system** for hitbox/hurtbox composition, **godot-optimization** for physics performance tuning, **camera-system** for camera follow and interpolation, **multiplayer-sync** for networked physics, **2d-essentials** for tile collision setup and 2D canvas layers.
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## 1. Physics Body Types
Four collision-object types (the last three extend `PhysicsBody2D`/`3D`):
| Type | Moved by | Use for |
|------|----------|---------|