Godot 2D Physics
CheckedSimulates realistic 2D physics in Godot projects, enabling interactive and engaging game development through collision detection and movement.
Install on your platform
Showing Claude Code. One command installs this skill into any of the agents below.
- 1
Run this in your project
terminal$ npx skills add thedivergentai/game-dev-agentic-skills --skill godot-2d-physics -a claude-code Uses the open-source
skillsCLI and needs Node.js. Add-gto install it for your user instead of this project.
What we know about this skill
Publisher
thedivergentai
Taken from the source listing. We haven't verified who controls this account.
Install target
Live repository
Not pinned. Installing fetches whatever the repository holds at the time you run the command.
Automated safety checks
This skill passed all 6 checks. We read its files at one commit and looked for the things that make a skill dangerous to run — not for whether it works.
Declares what it does: passed
SKILL.md parses and declares a name and a description.
SKILL.md exists, its frontmatter parses, and it declares a name and a description.
No undeclared network calls: passed
Makes no network calls.
Every host the skill dials — from its scripts, its config endpoints or the commands it tells the agent to run — is either well-known package and API infrastructure or declared in its own frontmatter. Links in documentation are not counted.
No obfuscated payloads: passed
No encoded or obfuscated payloads.
No base64, hex or compressed blob is decoded and then executed, and no encoded shell commands.
No credential access: passed
Reads no keys, tokens, keychains or credential files.
Neither the code nor the SKILL.md instructions read SSH keys, cloud credentials, keychains, token stores, browser cookie databases or dotfiles that hold secrets.
No pipe-to-shell installers: passed
No pipe-to-shell or download-and-run installers.
No `curl … | sh` pattern, in the code or in the instructions, that runs code fetched at run time.
Pinned to a commit: passed
Scanned thedivergentai/gd-agentic-skills at 4c4d0ff5c4.
The exact upstream commit SHA that was scanned is recorded, so the result refers to specific bytes.
- Commit
- 4c4d0ff5c4
- Manifest
- skills/godot-2d-physics/SKILL.md
- Scanned
- 4 files, 319 lines
About this skill
What it does
This skill enables AI agents to configure and manipulate 2D physics properties within Godot Engine projects. It allows for dynamic adjustments of collision shapes, rigid body parameters, and environmental physics settings directly through code execution.
When to use it
- Dynamically changing gravity or friction values during runtime gameplay events.
- Adjusting collision margins or shapes based on player state or level progression.
- Toggling physics processing for specific nodes to optimize performance in complex scenes.
- Modifying linear damping or angular limits to create unique character movement mechanics.
Key capabilities
- Configuring RigidBody2D properties such as mass, friction, and restitution.
- Setting up CollisionShape2D configurations and collision layers/masks.
- Controlling physics processing flags for specific nodes in the scene tree.
- Modifying environment settings like gravity vectors and simulation speed.
Example prompts
- "Set the gravity to zero and enable kinematic mode for this character when they enter the space station zone."
- "Increase the friction coefficient of all floor tiles by 0.5 to make movement more slippery."
- "Disable physics processing for the decorative background objects to improve frame rate stability."
Tips & gotchas
Ensure your AI agent has access to the correct Godot scene tree structure before attempting to modify node properties, as incorrect targeting can cause runtime errors. Always validate that target nodes are of the expected type (e.g., RigidBody2D) before applying physics-specific configurations to prevent crashes.