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Godot 2D Physics

Checked
thedivergentai·vlatest·other·LGPL-3.0

Simulates 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. 1

    Run this in your project

    terminal
    $ npx skills add thedivergentai/game-dev-agentic-skills --skill godot-2d-physics -a claude-code
  2. Uses the open-source skills CLI and needs Node.js. Add -g to 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.

No human has reviewed this code. The checks below are a static scan of the files at one commit — nobody has run this skill or judged whether it works. A skill runs with whatever access you give your agent, so read the source before you install it.

Automated safety checks

scanned

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.

Scanned
4 files, 319 lines
This is a static scan, not a review. It reads the skill's files; it does not run them, and it cannot tell you whether the skill is any good or whether the code does what its description says. A skill runs with whatever access you give your agent.
What each check looks for →

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.