thedivergentai/gd-agentic-skills

godot-characterbody-2d

Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines.

First seen Feb 10, 2026

Installation

$ npx skills add thedivergentai/gd-agentic-skills --skill godot-characterbody-2d

Summary

  • Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines.
  • Use for player characters, NPCs, or enemies.
  • Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 678
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 13,397 B
  • docs SUMMARY.md 4,011 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 381 installs

SKILL.md

CharacterBody2D Implementation

Expert CharacterBody2D feel systems — not beginner moveandslide tutorials.

NEVER Do

  • NEVER use RigidBody2D for standard player controllers — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always use CharacterBody2D.
  • NEVER multiply velocity by delta before moveandslide()moveandslide() handles delta internally. Manual multiplication makes movement framerate-dependent.
  • NEVER use globalposition updates for gameplay movement — Use velocity + moveand_slide(). Direct position hacks bypass collision, floor snap, and one-way rules.
  • NEVER "fall through" one-ways by nudging position.y — Use one-way collision shapes + layer/mask (and temporary mask disable / collide-with-areas patterns). See godot-2d-physics.
  • NEVER ignore floor/wall/ceiling state right after moveandslide()isonfloor(), isonwall(), isonceiling(), and slide collisions drive coyote, wall jump, and bonk logic.
  • NEVER rely on default floorsnaplength for fast stair-climbing — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic.
  • NEVER apply gravity while isonfloor() is true — Constant downward force causes micro-jitter and fights floor-snap. Reset velocity.y on land.
  • NEVER use Area2D as primary ground detection — Prefer isonfloor() / shapecasts; Areas are for triggers, not floor truth.
  • NEVER forget ceiling bonk — Reset velocity.y when isonceiling() or the player floats into the ceiling until gravity wins.
  • NEVER round physics positions for pixel art — Keep physics high-precision; round sprite positions in process only ([subpixelmovementrounding.gd](scripts/subpixelmovement_rounding.gd)).
  • NEVER spam queuefree() for hordes — Pool bullets/enemies when spawn/despawn is frequent ([performancecharacterpooling.gd](scripts/performancecharacter_pooling.gd)).

When to Use CharacterBody2D

Need Body
Feel-driven player / NPC / enemy locomotion CharacterBody2D
Rolling debris, ragdoll-ish props, force piles RigidBody2D
Static level colliders StaticBody2D / TileMapLayer physics

Decision Tree → MANDATORY Scripts

Task Do First Then (optional) Do NOT Load
Platformer foundation (coyote, buffer, accel/friction) [expertphysics2d.gd](scripts/expertphysics2d.gd) Inline tutorial controllers
Isolate coyote/buffer only [frameperfectcoyotetime.gd](scripts/frameperfectcoyotetime.gd) Duplicate coyote blocks in SKILL
Variable jump / short hop [variablejumpheight.gd](scripts/variablejumpheight.gd)
Slopes / stairs [slopestairsnapping.gd](scripts/slopestairsnapping.gd) godot-raycasting-queries
Wall slide / wall jump [wallslidejumprefined.gd](scripts/wallslidejumprefined.gd) or [walljumpcontroller.gd](scripts/walljumpcontroller.gd) Both unless comparing
Dash + i-frames [dashstatecontroller.gd](scripts/dashstatecontroller.gd) or [dashcontroller.gd](scripts/dashcontroller.gd) Both unless comparing
Air control polish [aerialdriftacceleration.gd](scripts/aerialdriftacceleration.gd)
Ceiling stick / bonk [ceilingbonkdetection.gd](scripts/ceilingbonkdetection.gd)
Knockback / wind impulses [impulseresponsehandler.gd](scripts/impulseresponsehandler.gd)
Pixel-art visuals [subpixelmovementrounding.gd](scripts/subpixelmovementrounding.gd) Rounding global_position in physics
Many AI bodies [performancecharacterpooling.gd](scripts/performancecharacterpooling.gd)
One-way platforms Tile/StaticBody one-way + layers/masks godot-tilemap-mastery / godot-2d-physics position.y += 1 drop-through hacks
Top-down / tank locomotion [movement-recipes.md](references/movement-recipes.md) Inline 8-way tutorials
Jump arc debug tuning [gamefeelprofiler.gd](scripts/gamefeelprofiler.gd)
Animation root motion [rootmotioncontroller.gd](scripts/rootmotioncontroller.gd) godot-2d-animation

Golden path: Read expertphysics2d.gd first. Add dash/wall/jump scripts only after that controller is in place. Do not re-inline coyote/buffer/accel loops in the scene when the script already owns them.

One-Way Platforms (correct recipe)

  1. Author one-way on the platform collider (CollisionShape2D one-way / TileSet physics one-way), not by teleporting the player.
  2. Put platforms and player on explicit collision layers/masks so drop-through can temporarily clear the platform bit (or disable collide-with) while holding down + jump — then restore next physics frames.
  3. Keep drop-through on the physics tick; never bypass moveandslide with position nudges.
  4. For tile one-ways, align TileSet physics layers with CharacterBody masks — see godot-tilemap-mastery + godot-2d-physics.

Expert Character Architectures

1. Wall Cling (Variable Friction)

Monitor isonwall() while falling; scale velocity.y by a friction factor (optionally from tile custom data) instead of a binary wall-slide bool. Prefer [wallslidejumprefined.gd](scripts/wallslidejumprefined.gd) over a bespoke cling fork.

2. Animation-Driven Movement (Root Motion)

Pull AnimationTree.getrootmotionposition(), convert to 2D, assign velocity = motion / delta, then moveand_slide(). Keeps feet locked to authored clips; pair with godot-2d-animation.

3. Game-Feel Profiler (Jump Arcs)

Debug-draw historical positions + current velocity in draw() to visualize apex, coyote, and buffer windows while tuning exports on expertphysics2d.gd — [gamefeelprofiler.gd](scripts/gamefeel_profiler.gd).

MANDATORY for top-down/tank recipes, moving platforms, slide-collision response, and gotcha tables: [movement-recipes.md](references/movement-recipes.md). Do NOT Load when expertphysics2d.gd already covers your platformer scope.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API;
load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation

  • Using CharacterBody2D — Canonical moveand_slide / floor-wall-ceiling contracts; do not set position for gameplay motion.
  • CharacterBody2D — API for velocity, snap, ison_floor / wall / ceiling, and slide-collision accessors.
  • Physics introduction — Why CharacterBody vs RigidBody/StaticBody, and how layers/masks gate every contact.
  • Collision shapes (2D) — Capsule/box sizing and why scaled CollisionShape2D nodes corrupt normals and floor detect.
  • 2D movement — Input axes into velocity for top-down and platformer starters before juice systems.
  • Kinematic character (2D) — Classic slide/collision loop patterns that still inform custom stair and slope handling.
  • Troubleshooting physics issues — One-way platforms, tunneling, and jitter diagnoses that show up in CharacterBody feel bugs.
  • Ray-casting — Direct-space rays for stair snaps, ledge checks, and ground probes beyond isonfloor().
  • KinematicCollision2D — Per-slide normals/remainders from getslide_collision for wall jumps and ceiling bonks.
  • Physics interpolation introduction — Smooth visuals at high refresh while keeping jump/coyote logic on the physics tick.
  • InputEvent — Action just-pressed timing that jump buffers and coyote windows depend on.

Related Skills

Prerequisites

  • godot-project-foundations — Default gravity, physics tick rate, and 2D layer names must be set before coyote/jump feel is tunable.
  • godot-gdscript-mastery — Typed physicsprocess, timers, and move_toward discipline underpin every movement script here.
  • godot-2d-physics — Collision layer/mask matrices, one-way shapes, and query hygiene CharacterBody motion sits on.
  • godot-input-handling — Physics-step action sampling so jump buffer / coyote windows stay frame-stable.

Complements

Downstream / consumers

  • godot-genre-platformer — Genre-level platformer feel consumes coyote, buffer, slopes, and one-ways from this skill.
  • godot-genre-metroidvania — Ability-gated movement (wall jump, dash) builds on the controllers defined here.
  • godot-combat-system — Knockback and hitstun apply impulses through the same velocity + slide loop.
  • godot-monte-carlo-balancer — Coyote frames, jump height, dash cooldown, and air accel are balance knobs — simulate them instead of guessing.

Master

  • godot-master — Library router and mirrored entry point for CharacterBody2D alongside sibling domains.