Godot 2D Physics
Simulates realistic 2D physics in Godot projects, enabling interactive and engaging game development through collision detection and movement.
Install on your platform
We auto-selected Claude Code based on this skill’s supported platforms.
Run in terminal (recommended)
claude mcp add godot-2d-physics npx -- -y @trustedskills/godot-2d-physics
Or manually add to ~/.claude/settings.json
{
"mcpServers": {
"godot-2d-physics": {
"command": "npx",
"args": [
"-y",
"@trustedskills/godot-2d-physics"
]
}
}
}Requires Claude Code (claude CLI). Run claude --version to verify your install.
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.
Tags
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