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Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
Passed 22 of 22 test cases with the skill, and 16 of 22 without it.
and 3 more in the full report
6 fixed16 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/20/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 6 test cases the skill fixed. Same model, same prompt, with and without the skill.
What 3D physics engine is built-in as the default choice for new 3D projects in Godot 4.4+ releases?
| Checked | Without skill | With skill |
|---|---|---|
| Identifies Jolt Physics as default 3D engine | Missed | Passed |
The instructions your model reads when the skill loads.
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: player-controller for CharacterBody2D/3D movement patterns, component-system for hitbox/hurtbox composition, godot-optimization for physics performance tuning, camera-system for camera follow and interpolation, multiplayer-sync for networked physics, 2d-essentials for tile collision setup and 2D canvas layers.
Four collision-object types (the last three extend PhysicsBody2D/3D):
| Type | Moved by | Use for |
|---|---|---|
Area2D/3D | Code | Overlap detection, gravity zones, audio zones |
StaticBody2D/3D | Not moved (or constant_linear_velocity) | Walls, floors, conveyor belts |
RigidBody2D/3D | Physics engine | Crates, projectiles, debris, ragdolls |
CharacterBody2D/3D | Code | Players, enemies, NPCs (see player-controller) |
Every collision object needs at least one CollisionShape2D/3D (or CollisionPolygon2D/3D) child. Jolt Physics is built in since 4.4 (experimental, opt-in) and is the default 3D engine for projects created in 4.6+ — see Section 8; existing projects keep GodotPhysics until switched. 2D always uses GodotPhysics.
Critical rule: NEVER scale collision shapes or physics bodies via
scale. Use the shape's own size parameters (radius, extents, height) — scaling breaks collision accuracy.
| Method | Effect | When to use |
|---|---|---|
apply_force(force, position) | Continuous accel at point | Thrusters, wind, magnets |
apply_central_force(force) | Continuous accel at center | Gravity, constant push |
apply_impulse(impulse, position) | Instant velocity change at point | Bullet hit, explosion |
apply_central_impulse(impulse) | Instant velocity change at center | Jump, knockback |
apply_torque(torque) | Continuous angular accel | Steering, spinning |
apply_torque_impulse(impulse) | Instant angular velocity change | Impact spin |
See references/rigidbody-recipes.md for a thrust-and-spin example (GDScript + C#) using
apply_force+apply_central_impulse+apply_torque.
test cases passed, vs 16 / 22 without
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