godot-physics-3d
15
总安装量
3
周安装量
#22406
全站排名
安装命令
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-physics-3d
Agent 安装分布
opencode
3
gemini-cli
3
codex
3
claude-code
2
github-copilot
2
Skill 文档
3D Physics (Jolt/Native)
Expert guidance for high-performance 3D physics and ragdolls.
NEVER Do
- NEVER scale RigidBody3D â Scale collision shapes, NEVER the body itself. Non-uniform scaling breaks physics engines logic.
- NEVER use
move_and_slideinside_processâ Always use_physics_process. Frame-rate dependency kills simulation stability. - NEVER simulate ragdolls 24/7 â Only enable physical bones on death or impact. Animate static meshes otherwise to save CPU.
- NEVER ignore Jolt â Godot Jolt plugin is strictly superior to default Godot Physics in 4.x for stability and performance. Use it if possible.
- NEVER use ConcaveCollisionShape3D for dynamic bodies â Concave shapes (Trimesh) are for static ground only. Moving bodies MUST be Convex or Primitive (Box/Capsule).
Available Scripts
ragdoll_manager.gd
Expert manager for transitioning Skeleton3D from animation to physical simulation (death effect). Handles impulse application and cleanup.
raycast_visualizer.gd
Debug tool to visualize hit points and normals of RayCast3D in game.
Core Architecture
1. Layers & Masks (3D)
Same as 2D:
- Layer: What object IS.
- Mask: What object HITS.
2. Physical Bones (Ragdolls)
Godot uses PhysicalBone3D nodes attached to Skeleton3D bones.
To setup:
- Select Skeleton3D.
- Click “Create Physical Skeleton” in top menu.
- This generates
PhysicalBone3Dnodes.
3. Jolt Joints
Use Generic6DOFJoint3D for almost everything. It covers hinge, slider, and ball-socket needs with simpler configuration than specific nodes.
Ragdoll Implementation
# simple_ragdoll.gd
extends Skeleton3D
func start_ragdoll() -> void:
physical_bones_start_simulation()
func stop_ragdoll() -> void:
physical_bones_stop_simulation()
Reference
- Master Skill: godot-master