Godot character physics
Helps your character jump, land and ride platforms consistently. It connects movement rules to Godot physics so the same controls behave predictably at different frame rates.
godot-character-physics
See how it helpsWhen is it useful?
Use when jumps, slopes or moving platforms behave inconsistently.
What does it help you do?
- Distinguishes CharacterBody movement from RigidBody simulation ownership.
- Keeps velocity and displacement correct within physics updates.
- Checks collision layers, buffered input and platform velocity.
Try asking this
In our platformer, build a jump that still works briefly after leaving a ledge. Test a steep slope, a moving lift and a low ceiling; show that landing resets the jump and riding the lift does not launch the character.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Godot — character physics
Use when building Godot player movement, collisions, slopes, platforms or jump feel.
Version and project gate
Inspect project.godot, config/features, .tscn and .tres files, export_presets.cfg without credentials, input actions, autoloads, renderer, physics backend and installed Godot executable. Distinguish Godot 3 from 4 before selecting APIs. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Identify CharacterBody versus RigidBody ownership. Keep physics movement in the physics tick; distinguish velocity from displacement and engine gravity conventions. Specify grounded, airborne and buffered-input transitions. Evaluate collision layers and platform velocity before tuning jump parameters.
Deliver
A movement contract with units and state transitions, plus an isolated player scene and tunable parameters. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Do not mix transform writes and physics ownership or multiply a velocity by delta twice.
Acceptance scenario
Reproduce a wall corner, slope, moving platform, low frame rate and jump immediately after leaving an edge. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Rune. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
