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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 CollisionShape2D nodes — 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_layer with collision_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 with body_entered/body_exited signals instead [16].
  • NEVER modify RigidBody2D state directly in _process — Use _integrate_forces() for safe, synchronized access to PhysicsDirectBodyState2D [17, 411].
  • NEVER move PhysicsBody2D nodes in _process() — Use _physics_process(). Moving bodies outside the physics step causes stutter and unreliable collision detection.
  • NEVER use RigidBody2D for 1000+ simple entities — Use PhysicsServer2D to bypass node overhead for massive performance gains (Swarms/Bullets) [18, 397].
  • NEVER use Area2D for high-frequency blocking (Bullets) — Area signals can be delayed. Use move_and_collide() or ShapeCast2D for 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_deferred for immediate physics transform logic — It happens at the end of the frame. Use force_raycast_update() or PhysicsServer2D instead.
  • 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 PhysicsServer2D RIDs 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.gd for combat AOE; shapecast_aoe_detection.gd only for grounded/volume checks — never both for one feature.
  • Space queries: start with physics_queries.gd; add physics_direct_query.gd / physics_direct_space_query.gd only if that specialist matches.
  • Custom physics: CharacterBody → custom_physics_2d.gd; RigidBody integrate → custom_physics.gd.
  • Interpolation: jitter_interpolation_fix.gd wins over physics_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_entered once 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().
  • _ready physics queries are false until after a physics frame (await get_tree().physics_frame).
  • CharacterBody2D ships with collision_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 CollisionShape2D nodes breaks normals and contacts.
  • Using CharacterBody2Dmove_and_slide / move_and_collide, floor detection, and kinematic movement contracts.
  • Using Area2D — Trigger monitoring, overlap signals, and space/gravity overrides for zones.
  • Ray-castingRayCast2D vs PhysicsDirectSpaceState2D rays, exclusions, and mid-frame force_raycast_update.
  • RigidBody — Safe rigid-body control via _integrate_forces / PhysicsDirectBodyState2D instead 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 Area2D signal 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_process discipline underpin every pattern here.
  • godot-signal-architecturebody_entered / body_exited wiring 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_slide feel.
  • godot-physics-3d — Parallel 3D body/query concepts when porting or sharing layer policy across dimensions.
  • godot-performance-optimization — Profiling and batching guidance when PhysicsServer2D swarms 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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