godot-physics
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
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Summary
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
Raw SKILL.md
8,292 bytes---
name: godot-physics
description: >
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody,
Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and
raycasts (RayCast nodes and direct space-state queries). Use when configuring
collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a
RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including
3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
---
# Godot Physics (4.x, 2D + 3D)
Pick the right physics body, wire up collision layers/masks, detect overlaps, and cast
rays. Concepts apply to both 2D and 3D (swap the `2D`/`3D` suffix). Targets
**Godot 4.7**. In 3D, projects created with Godot 4.6 or later run **Jolt Physics** by
default; older projects keep **GodotPhysics3D** unless someone switched them. 2D always
uses Godot's own 2D engine.
## When to use
- Use when choosing between body types, setting collision layers/masks so the right
things collide, detecting overlaps (triggers, hurtboxes) with `Area`, applying
forces/impulses to a `RigidBody`, or casting rays for line-of-sight/ground checks.
**When *not* to use:** kinematic character controllers (`move_and_slide`) →
`godot-2d-movement`; tile collision setup → `godot-tilemap`; tuning the *feel* of physics
(timestep, mass, jitter) → `physics-tuning`.
## Core workflow
1. **For 3D, check which engine runs** before debugging behavior: Project Settings >
Physics > 3D > Physics Engine (`[physics]` `3d/physics_engine="Jolt Physics"` in
`project.godot`). The API is the same, but joints, ray-cast face indices, kinematic
contacts, and collision margins behave differently (see Pitfalls).
2. **Choose the body type:**
- `StaticBody` — never moves (floors, walls). Collides, no simulation.
- `RigidBody` — fully simulated (gravity, forces, bouncing). Don't set its
`position` directly; apply forces/impulses or set `linear_velocity`.
- `CharacterBody` — script-driven kinematic (see `godot-2d-movement`).
- `Area` — detects overlaps and can apply gravity/damping; no solid collision.
Every body needs a `CollisionShape` (or `CollisionPolygon`) child.
3. **Configure layers and masks.** A body is *on* its **layers** and *scans for* its
**masks**. Two bodies interact only if one's layer is in the other's mask. Name layers
in Project Settings > Layer Names for clarity.
4. **Detect overlaps** with `Area` signals (`body_entered`, `area_entered`).
5. **Drive RigidBodies with forces/impulses**, or override `_integrate_forces` for full
control.
6. **Cast rays** with a `RayCast2D/3D` node (polled each frame) or a one-shot space-state
query from code.
## Patterns
### 1. Collision layers vs masks (set from code)
```gdscript
# Player is on layer 1, scans layers 2 (walls) and 3 (enemies).
func _ready() -> void:
set_collision_layer_value(1, true) # I am on layer 1
set_collision_mask_value(2, true) # I collide with things on layer 2
set_collision_mask_value(3, true) # ...and layer 3
# Bit-field forms also exist: collision_layer = 1; collision_mask = 0b110
```
### 2. Area2D as a trigger / hurtbox
```gdscript
extends Area2D # e.g. a damage zone
func _ready() -> void:
body_entered.connect(_on_body_entered)
area_entered.connect(_on_area_entered)
func _on_body_entered(body: Node2D) -> void:
if body.has_method("take_damage"):
body.take_damage(10)
func _on_area_entered(area: Area2D) -> void:
print("Overlapped area: ", area.name)
```
### 3. Applying force and impulse to a RigidBody3D
```gdscript
extends RigidBody3D
func push(direction: Vector3) -> void:
apply_central_impulse(direction * 8.0) # instantaneous velocity change
func _physics_process(_delta: float) -> void:
apply_central_force(Vector3.FORWARD * 4.0) # continuous force (per tick)
# Never set `position` on a RigidBody to move it; use forces/impulses or
# set linear_velocity. Use freeze=true if you must hold it in place.
```
### 4. Raycast two ways
```gdscript
# A) RayCast2D node: enable it, then poll after physics has updated.
@onready var ray: RayCast2D = $RayCast2D # set target_position in the editor
func _physics_process(_delta: float) -> void:
if ray.is_colliding():
var hit := ray.get_collider()
var point := ray.get_collision_point()
# B) One-shot query from code (no node needed).
func ground_under(global_from: Vector2) -> Dictionary:
var space := get_world_2d().direct_space_state
var query := PhysicsRayQueryParameters2D.create(global_from, global_from + Vector2(0, 64))
query.collision_mask = 1 # only layer 1
return space.intersect_ray(query) # {} if nothing hit, else collider/position/normal
```
## Pitfalls
- **Layer vs mask confusion** is the #1 bug. Layer = "what I am"; mask = "what I look
for". For A to detect B, B's layer must be in A's mask. Detection can be one-directional.
- **Moving a RigidBody by `position`** fights the solver and causes tunneling/jitter.
Use impulses/forces, set `linear_velocity`, or `freeze` it. To teleport, set position
and zero the velocities inside `_integrate_forces`.
- **`Area` doesn't fire** when neither monitoring nor monitorable is set, or layers/masks
don't overlap. `monitoring` must be on for the Area to detect; `monitorable` lets others
detect it.
- **RayCast2D/3D read stale or no data** if `enabled` is false, or if you read it before
physics updated — read in `_physics_process`, and call `force_raycast_update()` after
moving it within the same tick.
- **Forgetting a `CollisionShape`** (or leaving it empty) means the body never collides.
- **Fast objects tunnel** through thin walls; enable **continuous CD** on the RigidBody
(`continuous_cd`) or use a raycast-based check.
- **`intersect_ray` excludes its own body?** Pass `query.exclude = [self.get_rid()]` (an
`Array[RID]`, not an array of nodes) to skip self-hits.
### Jolt Physics (3D) differences
- **`face_index` is always `-1`** in `intersect_ray()` / `RayCast3D` results under Jolt.
Turn on Project Settings > Physics > Jolt Physics 3D > Queries > Enable Ray Cast Face
Index if you need it (it costs roughly 25% more memory for `ConcavePolygonShape3D`).
- **A joint with only one body gets inverted limits after switching engines.** Jolt treats
the lone body as `node_b` with `node_a` as the world; GodotPhysics3D always treats it as
`node_a`. Assign the body to the slot Jolt expects, or use Physics > Jolt Physics 3D >
Joints > World Node for compatibility with an older project.
- **Joint soft-limit properties do nothing** under Jolt (e.g. `bias`/`softness`/
`relaxation` on Pin, Hinge and ConeTwist joints; limit softness/restitution/damping on
Slider and Generic6DOF joints). Godot warns when they are set to non-default values.
- **A frozen kinematic `RigidBody3D` reports no contacts** with static or kinematic bodies,
even with `max_contacts_reported > 0`. Enable Physics > Jolt Physics 3D > Simulation >
Generate All Kinematic Contacts if gameplay depends on those contacts.
- **Shape `margin` shrinks the shape instead of padding it** under Jolt, so sizes stay
true but shape queries can return odd normals on small shapes; the effective margin comes
from Physics > Jolt Physics 3D > Collisions > Collision Margin Fraction.
- **`Area3D` now fires `body_entered` for `SoftBody3D`** under Jolt (GodotPhysics3D never
did). Filter soft bodies out with layers/masks if the old behavior is expected.
## References
- For `_integrate_forces`, joints, one-way collision, `PhysicsServer` direct access,
shape queries (`intersect_shape`), and 3D `move_and_collide`, read
`references/bodies-and-queries.md`.
- Jolt specifics: Godot docs "Using Jolt Physics"
(`https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html`).
## Related skills
- `godot-2d-movement` — kinematic `CharacterBody2D` controllers.
- `godot-tilemap` — tile collision shapes and their layers.
- `physics-tuning` — engine-agnostic feel: timestep, mass, drag, CCD.
- `godot-3d-essentials` — 3D scene setup these bodies live in.

