godot-2d-physics
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when …
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技能内容
2D Physics
Expert guidance for collision detection, triggers, and raycasting in Godot 2D.
NEVER Do
- NEVER scale
CollisionShape2Dnodes — Use the shape handles in the editor, NOT the Node2D scale property. Scaling causes unpredictable physics behavior and incorrect collision normals [12]. - NEVER confuse
collision_layerwithcollision_mask— Layer = "What AM I?", Mask = "What do I DETECT?". Setting both to the same value is usually wrong [13]. - NEVER multiply velocity by delta when using
move_and_slide()—move_and_slide()automatically includes timestep. Only multiply gravity/acceleration by delta [14]. - NEVER forget
force_raycast_update()for manual mid-frame raycasts — Raycasts update once per physics frame. If you change target_position, you MUST force an update [15]. - NEVER use
get_overlapping_bodies()every frame — It is expensive. Cache results withbody_entered/body_exitedsignals instead [16]. - NEVER modify
RigidBody2Dstate directly in_process— Use_integrate_forces()for safe, synchronized access toPhysicsDirectBodyState2D[17, 411]. - NEVER move
PhysicsBody2Dnodes in_process()— Use_physics_process(). Moving bodies outside the physics step causes stutter and unreliable collision detection. - NEVER use
RigidBody2Dfor 1000+ simple entities — UsePhysicsServer2Dto bypass node overhead for massive performance gains (Swarms/Bullets) [18, 397]. - NEVER use
Area2Dfor high-frequency blocking (Bullets) — Area signals can be delayed. Usemove_and_collide()orShapeCast2Dfor frame-perfect results [19]. - NEVER ignore 'Physics Jitter' on high-refresh monitors — Enable Physics Interpolation to prevent micro-stutter in motion [21, 400].
- NEVER scale collision shapes directly at runtime — It causes major instability. Resize the shape resource (size/radius) instead.
- NEVER use
set_deferredfor immediate physics transform logic — It happens at the end of the frame. Useforce_raycast_update()orPhysicsServer2Dinstead. - NEVER leave Continuous CD (CCD) enabled for slow objects — It adds significant CPU overhead. Reserve it for high-speed projectiles to prevent tunneling.
- NEVER use a single collision layer for all tiles/entities — Separate layers (Ground, Walls, Enemies) to allow selective filtering via masks.
- NEVER forget to free
PhysicsServer2DRIDs manually — They are not garbage collected and will leak memory permanently.
Available Scripts
> MANDATORY: Read the script matching your workflow branch before coding. Query/Area cookbook samples live in scripts — not in this body.
Workflow router (MANDATORY / Do NOT Load)
| Branch | Load | Do NOT Load |
|--------|------|-------------|
| Layer/mask matrix setup | collision_bitmask_helper.gd or collision_setup.gd; matrix policy → collision_layer_matrix_manager.gd | Swarm / CCD scripts |
| LOS / vision cones | raycast_vision_stack.gd (+ physics_direct_query.gd for nodeless rays) | shapecast_aoe*.gd, physics_server_swarm.gd |
| AOE / melee volume | Prefer shapecast_aoe.gd (faction mask); ground/volume sensing → shapecast_aoe_detection.gd | Area2D spam + lava DoT tutorials; do not load both shapecast scripts for the same feature |
| Hitscan / point pick / one-shot shape | physics_queries.gd (canonical). Specialists: physics_direct_space_query.gd (LOS bool), raycast_hit_prediction.gd | Re-load all three query helpers at once |
| Bullet hell / 1000+ bodies | MANDATORY physics_server_swarm.gd (+ physics_server_direct_body.gd for RID shapes) | Per-bullet Area2D / RigidBody2D nodes |
| High-speed tunneling | continuous_collision_detection.gd + substepping_logic.gd | CCD on slow props |
| RigidBody safe mutate | safe_rigidbody_state.gd (_integrate_forces) | Direct transform writes in _process |
| Custom CharacterBody forces | custom_physics_2d.gd | custom_physics.gd (that file is RigidBody _integrate_forces) |
| Gravity zones | custom_gravity_area.gd (Area override) or custom_gravity_override.gd (character weight/zones) | Both unless you need Area + character paths |
| Overlap signal spam | collision_debouncer.gd | Polling get_overlapping_bodies every frame |
| Compound multi-shape RID | compound_body_sync.gd | Multiple nodes for one logical body |
| Debug contact normals | collision_visual_debugger.gd | Visible collision menu insufficient |
| High-refresh jitter | Prefer jitter_interpolation_fix.gd | physics_interpolation_smoothing.gd (legacy/manual; only if built-in interpolation is unavailable) |
| Precision bounce / slide | move_and_collide_precision.gd | — |
| Batch static movers | performance_batch_mover.gd | — |
| Query result cache | physics_query_cache.gd | Duplicate space queries same frame |
Canonical vs overlap (dedupe guide)
- ShapeCast AOE: load
shapecast_aoe.gdfor combat AOE;shapecast_aoe_detection.gdonly for grounded/volume checks — never both for one feature. - Space queries: start with
physics_queries.gd; addphysics_direct_query.gd/physics_direct_space_query.gdonly if that specialist matches. - Custom physics: CharacterBody →
custom_physics_2d.gd; RigidBody integrate →custom_physics.gd. - Interpolation:
jitter_interpolation_fix.gdwins overphysics_interpolation_smoothing.gd.
Script index
- [collision_setup.gd](scripts/collision_setup.gd) / [collision_bitmask_helper.gd](scripts/collision_bitmask_helper.gd) / [collision_layer_matrix_manager.gd](scripts/collision_layer_matrix_manager.gd)
- [physics_queries.gd](scripts/physics_queries.gd) / [physics_direct_query.gd](scripts/physics_direct_query.gd) / [physics_direct_space_query.gd](scripts/physics_direct_space_query.gd) / [physics_query_cache.gd](scripts/physics_query_cache.gd)
- [raycast_vision_stack.gd](scripts/raycast_vision_stack.gd) / [raycast_hit_prediction.gd](scripts/raycast_hit_prediction.gd)
- [shapecast_aoe.gd](scripts/shapecast_aoe.gd) / [shapecast_aoe_detection.gd](scripts/shapecast_aoe_detection.gd)
- [physics_server_swarm.gd](scripts/physics_server_swarm.gd) / [physics_server_direct_body.gd](scripts/physics_server_direct_body.gd)
- [continuous_collision_detection.gd](scripts/continuous_collision_detection.gd) / [substepping_logic.gd](scripts/substepping_logic.gd)
- [safe_rigidbody_state.gd](scripts/safe_rigidbody_state.gd) / [custom_physics.gd](scripts/custom_physics.gd) / [custom_physics_2d.gd](scripts/custom_physics_2d.gd)
- [custom_gravity_area.gd](scripts/custom_gravity_area.gd) / [custom_gravity_override.gd](scripts/custom_gravity_override.gd)
- [collision_debouncer.gd](scripts/collision_debouncer.gd) / [jitter_interpolation_fix.gd](scripts/jitter_interpolation_fix.gd)
- [compound_body_sync.gd](scripts/compound_body_sync.gd) / [collision_visual_debugger.gd](scripts/collision_visual_debugger.gd)
- [move_and_collide_precision.gd](scripts/move_and_collide_precision.gd) / [performance_batch_mover.gd](scripts/performance_batch_mover.gd)
- [physics_interpolation_smoothing.gd](scripts/physics_interpolation_smoothing.gd) — legacy; prefer jitter fix script
Decision Tree: Collision Detection Methods
| Use Case | Method | Why / script |
|----------|--------|--------------|
| Continuous trigger zone | Area2D + signals | Memory of occupants; debounce with collision_debouncer.gd |
| One-time pickup | Area2D + queue_free on enter | Simple cleanup |
| Line-of-sight | RayCast2D / direct ray | raycast_vision_stack.gd or physics_direct_query.gd |
| Click-to-select | PhysicsPointQueryParameters2D | physics_queries.gd |
| AOE spell / melee volume | ShapeCast2D / shape query | shapecast_aoe.gd (not Area signal lag) |
| Instant-hit weapon | PhysicsRayQueryParameters2D | physics_queries.gd / raycast_hit_prediction.gd |
| Platformer ground / ledge | Ray or ShapeCast down | CharacterBody skill + shapecast_aoe_detection.gd |
| 1000+ projectiles | PhysicsServer2D RIDs | MANDATORY physics_server_swarm.gd |
Mental model (keep short)
- Layer = who I am; Mask = who I detect. Bitmask cookbook → [collision-layers-masks.md](references/collision-layers-masks.md).
- Area2D with multiple shapes fires
body_enteredonce per shape — dedupe with a Set/dict or [collision_debouncer.gd](scripts/collision_debouncer.gd). - Mid-frame ray/shape changes require
force_raycast_update()/force_shapecast_update(). _readyphysics queries are false until after a physics frame (await get_tree().physics_frame).CharacterBody2Dships withcollision_layer = 0— Areas won't see it until you set a layer.- Free PhysicsServer RIDs yourself — they are not GC'd.
Deep recipes (on demand)
| Topic | Reference / script |
|-------|-------------------|
| Layer/mask patterns | [collision-layers-masks.md](references/collision-layers-masks.md) |
| Area2D, raycast, shape queries | [area2d-and-queries.md](references/area2d-and-queries.md) |
| Compound RID bodies | [compound_body_sync.gd](scripts/compound_body_sync.gd) |
| Contact normal debug draw | [collision_visual_debugger.gd](scripts/collision_visual_debugger.gd) |
Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API;
> load Related Skills when routing work to a peer domain — do not preload the whole lattice.
Official Documentation
- Physics introduction — Collision layers vs masks, body types, and the mental model every 2D setup depends on.
- Collision shapes (2D) — Correct shape sizing and why scaling
CollisionShape2Dnodes breaks normals and contacts. - Using CharacterBody2D —
move_and_slide/move_and_collide, floor detection, and kinematic movement contracts. - Using Area2D — Trigger monitoring, overlap signals, and space/gravity overrides for zones.
- Ray-casting —
RayCast2DvsPhysicsDirectSpaceState2Drays, exclusions, and mid-frameforce_raycast_update. - RigidBody — Safe rigid-body control via
_integrate_forces/PhysicsDirectBodyState2Dinstead of fighting the solver in_process. - Troubleshooting physics issues — Tunneling, jitter, one-way platforms, and common layer/mask misconfigurations.
- Physics interpolation introduction — Why fixed physics ticks stutter on high-refresh displays and when interpolation fixes it.
- PhysicsServer2D — RID-based body/shape APIs for swarm-scale 2D physics without SceneTree overhead.
- PhysicsDirectSpaceState2D — Point, ray, and shape queries for LOS, AOE, and click-picking without permanent query nodes.
- ShapeCast2D — Volume casts for frame-perfect melee/AOE detection when
Area2Dsignal lag is unacceptable.
Related Skills
Prerequisites
- godot-project-foundations — Project Settings layer names, physics ticks, and default gravity must be set before layer/mask matrices stay sane.
- godot-gdscript-mastery — Bitmask enums, typed dictionaries for overlap sets, and
_physics_processdiscipline underpin every pattern here. - godot-signal-architecture —
body_entered/body_exitedwiring and debounce patterns need clean signal ownership to avoid spam.
Complements
- godot-characterbody-2d — Coyote time, jump buffers, and one-way platforms sit on top of the collision contracts this skill defines.
- godot-raycasting-queries — Deeper query parameter recipes (exclusions, masks, shape casts) when vision/hitscan systems grow beyond basics.
- godot-tilemap-mastery — Tile physics layers and one-way tile collisions must match the same layer matrix used by bodies and areas.
- godot-input-handling — Physics-step input sampling and vsync/latency choices couple tightly with
move_and_slidefeel. - godot-physics-3d — Parallel 3D body/query concepts when porting or sharing layer policy across dimensions.
- godot-performance-optimization — Profiling and batching guidance when
PhysicsServer2Dswarms or query caches become bottlenecks. - godot-debugging-profiling — Visible collision shapes, contact normals, and frame-time traps when diagnosing jitter or missed hits.
Downstream / consumers
- godot-combat-system — Hitboxes/hurtboxes are
Area2D+ layer/mask products; damage timing inherits overlap and CCD choices. - godot-genre-platformer — Platformer feel (floors, ledges, one-ways) consumes CharacterBody2D + collision setup from this domain.
- godot-navigation-pathfinding — Agents still need physics layers for blockers and LOS; keep nav meshes and collision worlds consistent.
- godot-monte-carlo-balancer — Jump windows, projectile speed/CCD, gravity, and hitbox size directly change win-rate and difficulty curves; simulate those physics knobs instead of guessing.
Master
- godot-master — Library router and mirrored entry point for discovering 2D physics alongside sibling domains.
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