--- name: godot-physics description: > Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies). --- # Godot Physics (4.x, 2D + 3D) Pick the right physics body, wire up collision layers/masks, detect overlaps, and cast rays. Concepts apply to both 2D and 3D (swap the `2D`/`3D` suffix). Targets **Godot 4.7**. ## When to use - Use when choosing between body types, setting collision layers/masks so the right things collide, detecting overlaps (triggers, hurtboxes) with `Area`, applying forces/impulses to a `RigidBody`, or casting rays for line-of-sight/ground checks. **When *not* to use:** kinematic character controllers (`move_and_slide`) → `godot-2d-movement`; tile collision setup → `godot-tilemap`; tuning the *feel* of physics (timestep, mass, jitter) → `physics-tuning`. ## Core workflow 1. **Choose the body type:** - `StaticBody` — never moves (floors, walls). Collides, no simulation. - `RigidBody` — fully simulated (gravity, forces, bouncing). Don't set its `position` directly; apply forces/impulses or set `linear_velocity`. - `CharacterBody` — script-driven kinematic (see `godot-2d-movement`). - `Area` — detects overlaps and can apply gravity/damping; no solid collision. Every body needs a `CollisionShape` (or `CollisionPolygon`) child. 2. **Configure layers and masks.** A body is *on* its **layers** and *scans for* its **masks**. Two bodies interact only if one's layer is in the other's mask. Name layers in Project Settings > Layer Names for clarity. 3. **Detect overlaps** with `Area` signals (`body_entered`, `area_entered`). 4. **Drive RigidBodies with forces/impulses**, or override `_integrate_forces` for full control. 5. **Cast rays** with a `RayCast2D/3D` node (polled each frame) or a one-shot space-state query from code. ## Patterns ### 1. Collision layers vs masks (set from code) ```gdscript # Player is on layer 1, scans layers 2 (walls) and 3 (enemies). func _ready() -> void: set_collision_layer_value(1, true) # I am on layer 1 set_collision_mask_value(2, true) # I collide with things on layer 2 set_collision_mask_value(3, true) # ...and layer 3 # Bit-field forms also exist: collision_layer = 1; collision_mask = 0b110 ``` ### 2. Area2D as a trigger / hurtbox ```gdscript extends Area2D # e.g. a damage zone func _ready() -> void: body_entered.connect(_on_body_entered) area_entered.connect(_on_area_entered) func _on_body_entered(body: Node2D) -> void: if body.has_method("take_damage"): body.take_damage(10) func _on_area_entered(area: Area2D) -> void: print("Overlapped area: ", area.name) ``` ### 3. Applying force and impulse to a RigidBody3D ```gdscript extends RigidBody3D func push(direction: Vector3) -> void: apply_central_impulse(direction * 8.0) # instantaneous velocity change func _physics_process(_delta: float) -> void: apply_central_force(Vector3.FORWARD * 4.0) # continuous force (per tick) # Never set `position` on a RigidBody to move it; use forces/impulses or # set linear_velocity. Use freeze=true if you must hold it in place. ``` ### 4. Raycast two ways ```gdscript # A) RayCast2D node: enable it, then poll after physics has updated. @onready var ray: RayCast2D = $RayCast2D # set target_position in the editor func _physics_process(_delta: float) -> void: if ray.is_colliding(): var hit := ray.get_collider() var point := ray.get_collision_point() # B) One-shot query from code (no node needed). func ground_under(global_from: Vector2) -> Dictionary: var space := get_world_2d().direct_space_state var query := PhysicsRayQueryParameters2D.create(global_from, global_from + Vector2(0, 64)) query.collision_mask = 1 # only layer 1 return space.intersect_ray(query) # {} if nothing hit, else collider/position/normal ``` ## Pitfalls - **Layer vs mask confusion** is the #1 bug. Layer = "what I am"; mask = "what I look for". For A to detect B, B's layer must be in A's mask. Detection can be one-directional. - **Moving a RigidBody by `position`** fights the solver and causes tunneling/jitter. Use impulses/forces, set `linear_velocity`, or `freeze` it. To teleport, set position and zero the velocities inside `_integrate_forces`. - **`Area` doesn't fire** when neither monitoring nor monitorable is set, or layers/masks don't overlap. `monitoring` must be on for the Area to detect; `monitorable` lets others detect it. - **RayCast2D/3D read stale or no data** if `enabled` is false, or if you read it before physics updated — read in `_physics_process`, and call `force_raycast_update()` after moving it within the same tick. - **Forgetting a `CollisionShape`** (or leaving it empty) means the body never collides. - **Fast objects tunnel** through thin walls; enable **continuous CD** on the RigidBody (`continuous_cd`) or use a raycast-based check. - **`intersect_ray` excludes its own body?** Pass `query.exclude = [self.get_rid()]` (an `Array[RID]`, not an array of nodes) to skip self-hits. ## References - For `_integrate_forces`, joints, one-way collision, `PhysicsServer` direct access, shape queries (`intersect_shape`), and 3D `move_and_collide`, read `references/bodies-and-queries.md`. ## Related skills - `godot-2d-movement` — kinematic `CharacterBody2D` controllers. - `godot-tilemap` — tile collision shapes and their layers. - `physics-tuning` — engine-agnostic feel: timestep, mass, drag, CCD. - `godot-3d-essentials` — 3D scene setup these bodies live in.