physics-system

physics-system is a skill for Claude Code from jame581/GodotPrompter. It costs 43 tokens per session (3,724 once invoked), scanned A, original, MIT.

A guide to Godot's physics system for objects that collide, move, detect overlaps, or respond to forces. It covers collision shapes, raycasts, rigid bodies, character bodies, ragdolls, and soft bodies.

In plain words
What is it for?
Use it for walls, floors, players, enemies, projectiles, debris, trigger areas, and other physical game interactions.
Why use it?
It helps make movement and collisions behave predictably instead of relying on ad-hoc checks.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it for walls, floors, players, enemies, projectiles, debris, trigger areas, and other physical game interactions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/physics-system
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add jame581/GodotPrompter --skill physics-system
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 skills, 9 agents, 2 hooks.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for physics-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/physics-system/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/physics-system)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/physics-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/physics-system/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for physics-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/physics-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/physics-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,724 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00043 $0.03724
Opus 5 $0.00022 $0.01862
Sonnet 5 $0.00009 $0.00745
Haiku 4.5 $0.00004 $0.00372

Measured 8d ago against content hash f9be3073fb03, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

physics-system scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/physics-system/SKILL.md · 216 lines

How it starts

The opening of the file, as written. The whole thing — 216 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.


1. Physics Body Types

Four collision-object types (the last three extend PhysicsBody2D/3D):

Type Moved by Use for
Area2D/3D Code Overlap detection, gravity zones, audio zones
StaticBody2D/3D Not moved (or constant_linear_velocity) Walls, floors, conveyor belts
RigidBody2D/3D Physics engine Crates, projectiles, debris, ragdolls
CharacterBody2D/3D Code Players, enemies, NPCs (see player-controller)

Every collision object needs at least one CollisionShape2D/3D (or CollisionPolygon2D/3D) child. Jolt Physics is the default 3D engine since 4.4 (non-experimental from 4.6) — see Section 8. 2D always uses GodotPhysics.

Critical rule: NEVER scale collision shapes or physics bodies via scale. Use the shape's own size parameters (radius, extents, height) — scaling breaks collision accuracy.


2. RigidBody2D/3D

Forces vs Impulses

Method Effect When to use
apply_force(force, position) Continuous accel at point Thrusters, wind, magnets
apply_central_force(force) Continuous accel at center Gravity, constant push
apply_impulse(impulse, position) Instant velocity change at point Bullet hit, explosion
apply_central_impulse(impulse) Instant velocity change at center Jump, knockback
apply_torque(torque) Continuous angular accel Steering, spinning
apply_torque_impulse(impulse) Instant angular velocity change Impact spin

Read the full file on GitHub · 216 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 216 lines · 43 tokens per session scan A f9be3073fb03

Subscribe to this mod's changes

physics-system is a skill published in the GitHub repository jame581/GodotPrompter (695 stars, last pushed 1mo ago), licensed MIT. It adds 43 tokens to every session and 3,724 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.