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AgentRune

Skill · Version 1.0.0

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 helps

When 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.

Details…Show less

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