setup-collision-layers

setup-collision-layers is a skill for Claude Code from Simone-Tarantino/godot-superpowers. It costs 58 tokens per session (1,224 once invoked), scanned A, original, MIT.

A Godot 4 setup for naming and configuring 2D and 3D physics collision layers and masks. These settings control which game objects can detect or collide with one another.

In plain words
What is it for?
Use it to configure project physics settings for movement, damage detection, pickups, triggers, terrain, and projectile collisions.
Why use it?
It prevents confusing physics interactions by separating players, enemies, projectiles, pickups, triggers, hitboxes, and hurtboxes.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the godot-superpowers plugin — 33 skills, 15 agents, 4 hooks, 5 MCP servers shipped together

Good fit Use it to configure project physics settings for movement, damage detection, pickups, triggers, terrain, and projectile collisions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/simone-tarantino/godot-superpowers/setup-collision-layers
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 Simone-Tarantino/godot-superpowers --skill setup-collision-layers
Clone the repo
git clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowers

Made for: Claude Code.

Or install godot-superpowers, the plugin that ships this one along with the rest of its 33 skills, 15 agents, 4 hooks, 5 MCP servers.

Wrote this? Show the measurements

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agentmods badge for setup-collision-layers

README.md
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Your own site
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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 setup-collision-layers

Your own site · 80×15
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/setup-collision-layers"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/setup-collision-layers.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,224 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.
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 $0.00058 $0.01224
Opus 5 $0.00029 $0.00612
Sonnet 5 $0.00012 $0.00245
Haiku 4.5 $0.00006 $0.00122

Measured 9d ago against content hash 479482a49b1b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

setup-collision-layers 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 9d 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/setup-collision-layers/SKILL.md · 111 lines

How it starts

The opening of the file, as written. The whole thing — 111 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Setup Collision Layers

Configures Project Settings → Layer Names → 2D Physics and 3D Physics with a battle-tested 11-layer scheme that supports clean hurtbox/hitbox separation.

The scheme

Bit Name Used by Masks (collides with)
1 World StaticBody2D/3D, TileMapLayer, terrain (passive — bodies on this layer don't actively scan)
2 Player CharacterBody2D/3D player World, Enemy, Pickup, Trigger
3 Enemy Enemy CharacterBody / RigidBody World, Player, EnemyHurtbox
4 PlayerProjectile Bullets / abilities owned by player World, Enemy, EnemyHurtbox
5 EnemyProjectile Bullets / abilities owned by enemies World, Player, PlayerHurtbox
6 Pickup Coins, items, powerups Player
7 Trigger Area-based events, doors, checkpoints Player (also Enemy if needed)
8 PlayerHurtbox Area on player that takes damage EnemyHitbox, EnemyProjectile
9 PlayerHitbox Area on player that deals damage EnemyHurtbox
10 EnemyHurtbox Area on enemy that takes damage PlayerHitbox, PlayerProjectile
11 EnemyHitbox Area on enemy that deals damage PlayerHurtbox

Hitbox rule: a hitbox sits on its own layer and masks the opposing hurtbox layer. Never the reverse.

Apply to project.godot

Append (or merge into existing [layer_names] section):

[layer_names]

2d_physics/layer_1="World"
2d_physics/layer_2="Player"
2d_physics/layer_3="Enemy"
2d_physics/layer_4="PlayerProjectile"
2d_physics/layer_5="EnemyProjectile"
2d_physics/layer_6="Pickup"
2d_physics/layer_7="Trigger"
2d_physics/layer_8="PlayerHurtbox"
2d_physics/layer_9="PlayerHitbox"
2d_physics/layer_10="EnemyHurtbox"
2d_physics/layer_11="EnemyHitbox"

3d_physics/layer_1="World"
3d_physics/layer_2="Player"
3d_physics/layer_3="Enemy"
3d_physics/layer_4="PlayerProjectile"
3d_physics/layer_5="EnemyProjectile"
3d_physics/layer_6="Pickup"
3d_physics/layer_7="Trigger"
3d_physics/layer_8="PlayerHurtbox"
3d_physics/layer_9="PlayerHitbox"
3d_physics/layer_10="EnemyHurtbox"
3d_physics/layer_11="EnemyHitbox"

Read the full file on GitHub · 111 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. 9d ago First seen · 111 lines · 58 tokens per session scan A 479482a49b1b

Subscribe to this mod's changes

setup-collision-layers is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 58 tokens to every session and 1,224 once invoked, about $0.0003 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 2026-08-31.

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