godot-physics
Skill9 starsChanged 3 months agoMITView on GitHub
配置 Godot 2D/3D 物理:body、area、shape、碰撞层、raycast、连续检测和固定步长调优。处理碰撞或触发器时使用。
2 other projects use a version of this.
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- gamedev-skills/awesome-gamedev-agent-skillstheir own version, first seen Oct 23, 2026
- vl4dt/godot-skillstheir own version, first seen Jun 21, 2026
Other versions2 projects use a version of this.
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- gamedev-skills/awesome-gamedev-agent-skills★ 6.4ksame name
- vl4dt/godot-skills★ 8same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository15 other files it gives its agents.
- godot-2d-movementSkill
- godot-3d-essentialsSkill
- godot-ai-orchestrationSkill
- godot-animationSkill
- godot-audioSkill
- godot-csharpSkill
- godot-exportSkill
- godot-gdscriptSkill
- godot-multiplayerSkill
- godot-nodes-scenesSkill
- godot-resourcesSkill
- godot-shadersSkill
- godot-signals-groupsSkill
- godot-tilemapSkill
- godot-ui-controlSkill
The file
Files
Godot 物理
StaticBody用于静态世界,CharacterBody用于代码驱动角色,RigidBody由物理引擎驱动,Area用于检测与场域。- 每个 CollisionObject 都要有 shape;用 layer 表示“我是谁”,mask 表示“我检测谁”。先写碰撞矩阵再设位。
- 物理查询和移动放固定 tick;用 delta 处理力/加速度,不重复缩放引擎已经按秒定义的量。
- 高速小物体考虑 CCD;大量 overlap/raycast 先测量再优化,避免每帧全树查询。
- 运行时移动刚体不要直接瞬移 transform,除非是重置/传送并明确清理速度。
使用 resource_manage(op="physics_shape_autofit") 或明确尺寸创建 shape,再用节点/资源工具赋值。通过 game_manage 输入触发碰撞,回读状态和日志;对 layer/mask 至少验证一次应碰撞和一次不应碰撞路径。
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