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.
npx skills add jame581/GodotPrompter --skill physics-systemgit clone --depth 1 https://github.com/jame581/GodotPrompterWrote 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.
[](https://agentmods.dev/skills/jame581/godotprompter/physics-system)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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 |
What ships with it
12 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- references/area-recipes.md 2.2 KB
- references/collision-layers.md 1.0 KB
- references/collision-shapes.md 1.8 KB
- references/interpolation-camera.md 1.7 KB
- references/interpolation-tuning.md 990 B
- references/jolt-differences.md 606 B
- references/ragdoll-recipes.md 2.5 KB
- references/raycasting-recipes.md 4.0 KB
- references/rigidbody-recipes.md 5.8 KB
- references/softbody-recipes.md 3.3 KB
- references/staticbody-recipes.md 1.8 KB
- references/troubleshooting.md 1.2 KB
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.
- 8d ago First seen · 216 lines · 43 tokens per session scan A f9be3073fb03
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.
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