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gosomeagosomea/dsh-godot-ai/skills/godot-physics/SKILL.md

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。

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SKILL.md

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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