Godot Characterbody 2D
This skill provides a Godot 2D CharacterBody implementation for creating and controlling player characters in your games efficiently.
Install on your platform
We auto-selected Claude Code based on this skill’s supported platforms.
Run in terminal (recommended)
claude mcp add godot-characterbody-2d npx -- -y @trustedskills/godot-characterbody-2d
Or manually add to ~/.claude/settings.json
{
"mcpServers": {
"godot-characterbody-2d": {
"command": "npx",
"args": [
"-y",
"@trustedskills/godot-characterbody-2d"
]
}
}
}Requires Claude Code (claude CLI). Run claude --version to verify your install.
About This Skill
godot-characterbody-2d
What it does
This skill enables AI agents to interact with Godot's CharacterBody2D node, allowing for direct manipulation of 2D character physics and movement within a game scene. It facilitates programmatic control over velocity, gravity, and collision detection specific to the engine's built-in physics system.
When to use it
- Dynamically adjusting a player's speed or direction based on real-time AI decision-making.
- Triggering physics-based interactions like jumping, sliding, or wall-running via code execution.
- Resolving complex collision events automatically when an agent detects an obstacle.
- Simulating realistic 2D gravity and friction without writing manual physics scripts.
Key capabilities
- Direct access to
CharacterBody2Dnode properties and methods. - Control over movement vectors and velocity application.
- Integration with Godot's built-in 2D physics engine.
- Real-time modification of character state during runtime.
Example prompts
- "Move the player character forward by 100 units using the CharacterBody2D node."
- "Apply a downward velocity to make the agent jump over the obstacle."
- "Reset the character's position and clear all applied forces after a collision."
Tips & gotchas
Ensure your Godot project is configured with a 2D physics layer before attempting to use this skill, as it relies on the engine's native physics processing. The skill operates strictly within the context of existing CharacterBody2D nodes in your scene tree; creating new nodes programmatically may require additional setup steps not covered by this specific capability.
Tags
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