@thedivergentai/godot-physics-3d

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

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SKILL.md
namegodot-physics-3d
descriptionExpert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

3D Physics (Jolt/Native)

High-performance 3D simulation: body choice, CCD, stairs, vehicles, ragdolls, SoftBody — routed through scripts.

NEVER Do

  • NEVER move PhysicsBody3D nodes in _process() — Use _physics_process(). Moving bodies outside the physics step causes visual jitter and unreliable collision detection [12, 13].
  • NEVER scale collision shapes directly — Scaling physics shapes causes instability, inaccurate normals, and jitter. Use the shape properties (height, radius, size) instead.
  • NEVER modify RigidBody3D transforms directly — This ignores the physics solver. Use apply_impulse(), apply_torque(), or the _integrate_forces() callback for safe manipulation [17].
  • NEVER use RigidBody3D for platformer player controllers — RigidBody is for objects driven by physics. For refined movement, use CharacterBody3D with move_and_slide() [move_and_slide].
  • NEVER leave Continuous CD (CCD) enabled for static meshes — It adds heavy CPU cost. Reserve it for high-speed small objects (bullets) to prevent them from passing through walls.
  • NEVER use PhysicsServer3D RIDs without manual cleanup — RIDs are not garbage collected. If you create bodies via the server, you MUST call free_rid() when done to avoid memory leaks.
  • NEVER use RayCast3D for precise ground detection on stairs — A single ray is too thin. Use ShapeCast3D with a cylinder or sphere shape to detect walkable steps reliably [Stair Logic].
  • NEVER rely on VehicleBody3D for non-racing arcade vehicles — It's a complex sim. For arcade hovercraft or simple cars, a custom CharacterBody3D with Raycasts is often easier to tune.
  • NEVER forget to set collision_layer and collision_mask properly — If everything is on layer 1, performance will tank from redundant checks. Categorize your world.
  • NEVER use Area3D for high-frequency blocking — Areas are for detection. For walls/barriers, use StaticBody3D to ensure immediate, robust containment.

Body / Symptom Decision Tree

MANDATORY — load the script for the chosen row before writing movement or sim code.

Do NOT Load every physics script for one controller.

Need / symptom Body / API Script
Player locomotion, stairs, slopes CharacterBody3D MANDATORY kinematic_3d_stairs_logic.gd + shapecast_3d_ground_check.gd
Debris, props, impulse-driven objects RigidBody3D NEVER + impulses; layers via physics_layers_3d_config.gd
Racing / wheeled sim VehicleBody3D MANDATORY vehicle_simulation_tuning.gd
Arcade hover / simple cars Custom CharacterBody3D + rays Prefer stairs/ray scripts; avoid full VehicleBody
Death / blend to physics pose PhysicalBone3D / Skeleton MANDATORY ragdoll_manager.gd
Cloaks, soft cloth, foliage soft SoftBody3D MANDATORY soft_body_3d_interaction.gd
Tunneling bullets CCD / server bullets MANDATORY physics_ccd_3d_projectile.gd or physics_server_3d_bullets.gd
Joint snap / destructibles Joint3D stress joint_3d_breakage_logic.gd
Gravity wells / zero-G Area priority custom_gravity_well_3d.gd
LOS / AI vision Direct space state ray_query_3d_vision.gd
Debug hit normals visualizer raycast_visualizer.gd

3D Layer Pitfalls (not a 2D primer)

  • Layer = what the object is; mask = what it hits. Name bits in physics_layers_3d_config.gd.
  • Do not dump a same-as-2D layers tutorial here; Official Docs cover the shared mental model.

Available Scripts

kinematic_3d_stairs_logic.gd

Procedural stair-step + snap for CharacterBody3D.

shapecast_3d_ground_check.gd

Volume ground/stair detection (rays tunnel).

ragdoll_manager.gd

Animation → PhysicalBone simulation transition, impulses, cleanup.

vehicle_simulation_tuning.gd

VehicleBody3D / VehicleWheel3D arcade vs sim knobs.

soft_body_3d_interaction.gd

SoftBody3D flags, pinning, and Jolt mass/stiffness tuning.

physics_ccd_3d_projectile.gd

CCD / sub-step anti-tunneling for small fast bodies.

physics_server_3d_bullets.gd

RID bullets at scale with mandatory free_rid().

physics_layers_3d_config.gd

Named 3D collision matrix architecture.

custom_gravity_well_3d.gd

Planet / zero-G Area3D gravity priority.

joint_3d_breakage_logic.gd

Joint stress monitoring and procedural snaps.

ray_query_3d_vision.gd

Low-level LOS / AI vision queries.

raycast_visualizer.gd

In-game ray hit/normal debug draw.

Expert Pointers (Jolt)

  • Prefer Generic6DOFJoint3D over stacking specialized joints unless you need a specific node UX.
  • Ragdoll/vehicle/soft samples live in scripts above — do not expand Create Physical Skeleton editor tutorials in this body.
  • Version-specific Jolt/soft-body upgrade steps: migration-notes.md.

Deep dives (on demand)

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 — Layers vs masks, body types, and the shared 2D/3D collision mental model every 3D setup depends on.
  • Collision shapes (3D) — Primitive vs convex/concave shapes and why scaling CollisionShape3D breaks normals and contacts.
  • Using Jolt Physics — Engine switch, joint-property gaps vs Godot Physics, and project-setting caveats for stable 3D sims.
  • Using RigidBody — Safe control via forces, impulses, and _integrate_forces instead of fighting the solver with per-frame transforms.
  • Ragdoll systemPhysicalBoneSimulator3D / PhysicalBone3D setup for death sims and animation↔physics handoff.
  • Using SoftBody3D — Cloth/flag deformation, pinning, and why Jolt is preferred for soft-body robustness.
  • Ray-castingRayCast3D vs PhysicsDirectSpaceState3D queries, exclusions, and space access during the physics tick.
  • Troubleshooting physics issues — Tunneling, jitter, CCD misuse, and common layer/mask misconfigurations.
  • Physics interpolation introduction — Why fixed physics ticks stutter on high-refresh displays and when interpolation smooths 3D motion.
  • PhysicsServer3D — RID-based body/shape APIs for swarm-scale projectiles with mandatory free_rid cleanup.
  • PhysicsDirectSpaceState3D — Ray/shape/point queries for LOS, hover constraints, and custom suspensions without permanent query nodes.
  • ShapeCast3D — Volume casts for stair/ground detection when a thin RayCast3D misses ledges or uneven floors.

Related Skills

Prerequisites

  • godot-project-foundations — 3D physics engine choice, tick rate, gravity, and named layer bits must be set before matrices and Jolt tuning stay sane.
  • godot-gdscript-mastery — Typed RIDs, bitmask enums, and _physics_process discipline underpin server-side and CharacterBody3D patterns here.
  • godot-signal-architecturebody_entered / contact-monitor wiring needs clean ownership so Area3D gravity wells and CCD hits do not spam.

Complements

  • godot-2d-physics — Parallel layer/mask and body-type contracts when sharing policy across dimensions or porting mechanics.
  • godot-raycasting-queries — Deeper query-parameter recipes (masks, exclusions, shape casts) when vision/hitscan systems outgrow the basics.
  • godot-3d-world-building — Static collision from GridMap/CSG/meshes must match the same 3D layer matrix used by characters and projectiles.
  • godot-animation-tree-mastery — AnimationTree poses and state machines feed ragdoll start/stop and influence blending on PhysicalBoneSimulator3D.
  • godot-performance-optimization — Profiling and pooling guidance when PhysicsServer3D swarms, soft bodies, or CCD counts become bottlenecks.
  • godot-debugging-profiling — Visible collision shapes, contact normals, and profiler traps when diagnosing jitter, tunneling, or missed stairs.

Downstream / consumers

  • godot-combat-system — 3D hitboxes/hurtboxes and projectile CCD inherit layer/mask and space-query choices from this domain.
  • godot-genre-racingVehicleBody3D suspension/friction tuning and drift feel consume the vehicle and Jolt guidance here.
  • godot-genre-shooter-fps — Hitscan rays, CharacterBody3D movement, and high-speed projectile CCD are direct consumers of these contracts.
  • godot-navigation-pathfinding — Agents still need physics layers for blockers and LOS; keep nav meshes and the collision world consistent.
  • godot-monte-carlo-balancer — Gravity, CCD, joint break thresholds, and hitbox size change win-rates; simulate those physics knobs instead of guessing.

Master

  • godot-master — Library router and mirrored entry point for discovering 3D physics alongside sibling domains.

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