| name | godot-physics-3d |
| description | Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D. |
3D Physics (Jolt/Native)
High-performance 3D simulation: body choice, CCD, stairs, vehicles, ragdolls, SoftBody — routed through scripts.
NEVER Do
- NEVER move
PhysicsBody3D nodes in _process() — Use _physics_process(). Moving bodies outside the physics step causes visual jitter and unreliable collision detection [12, 13].
- NEVER scale collision shapes directly — Scaling physics shapes causes instability, inaccurate normals, and jitter. Use the
shape properties (height, radius, size) instead.
- NEVER modify
RigidBody3D transforms directly — This ignores the physics solver. Use apply_impulse(), apply_torque(), or the _integrate_forces() callback for safe manipulation [17].
- NEVER use
RigidBody3D for platformer player controllers — RigidBody is for objects driven by physics. For refined movement, use CharacterBody3D with move_and_slide() [move_and_slide].
- NEVER leave Continuous CD (CCD) enabled for static meshes — It adds heavy CPU cost. Reserve it for high-speed small objects (bullets) to prevent them from passing through walls.
- NEVER use
PhysicsServer3D RIDs without manual cleanup — RIDs are not garbage collected. If you create bodies via the server, you MUST call free_rid() when done to avoid memory leaks.
- NEVER use
RayCast3D for precise ground detection on stairs — A single ray is too thin. Use ShapeCast3D with a cylinder or sphere shape to detect walkable steps reliably [Stair Logic].
- NEVER rely on
VehicleBody3D for non-racing arcade vehicles — It's a complex sim. For arcade hovercraft or simple cars, a custom CharacterBody3D with Raycasts is often easier to tune.
- NEVER forget to set
collision_layer and collision_mask properly — If everything is on layer 1, performance will tank from redundant checks. Categorize your world.
- NEVER use
Area3D for high-frequency blocking — Areas are for detection. For walls/barriers, use StaticBody3D to ensure immediate, robust containment.
Body / Symptom Decision Tree
MANDATORY — load the script for the chosen row before writing movement or sim code.
Do NOT Load every physics script for one controller.
3D Layer Pitfalls (not a 2D primer)
- Layer = what the object is; mask = what it hits. Name bits in physics_layers_3d_config.gd.
- Do not dump a same-as-2D layers tutorial here; Official Docs cover the shared mental model.
Available Scripts
Procedural stair-step + snap for CharacterBody3D.
Volume ground/stair detection (rays tunnel).
Animation → PhysicalBone simulation transition, impulses, cleanup.
VehicleBody3D / VehicleWheel3D arcade vs sim knobs.
SoftBody3D flags, pinning, and Jolt mass/stiffness tuning.
CCD / sub-step anti-tunneling for small fast bodies.
RID bullets at scale with mandatory free_rid().
Named 3D collision matrix architecture.
Planet / zero-G Area3D gravity priority.
Joint stress monitoring and procedural snaps.
Low-level LOS / AI vision queries.
In-game ray hit/normal debug draw.
Expert Pointers (Jolt)
- Prefer
Generic6DOFJoint3D over stacking specialized joints unless you need a specific node UX.
- Ragdoll/vehicle/soft samples live in scripts above — do not expand Create Physical Skeleton editor tutorials in this body.
- Version-specific Jolt/soft-body upgrade steps: migration-notes.md.
Deep dives (on demand)
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
- Physics introduction — Layers vs masks, body types, and the shared 2D/3D collision mental model every 3D setup depends on.
- Collision shapes (3D) — Primitive vs convex/concave shapes and why scaling
CollisionShape3D breaks normals and contacts.
- Using Jolt Physics — Engine switch, joint-property gaps vs Godot Physics, and project-setting caveats for stable 3D sims.
- Using RigidBody — Safe control via forces, impulses, and
_integrate_forces instead of fighting the solver with per-frame transforms.
- Ragdoll system —
PhysicalBoneSimulator3D / PhysicalBone3D setup for death sims and animation↔physics handoff.
- Using SoftBody3D — Cloth/flag deformation, pinning, and why Jolt is preferred for soft-body robustness.
- Ray-casting —
RayCast3D vs PhysicsDirectSpaceState3D queries, exclusions, and space access during the physics tick.
- Troubleshooting physics issues — Tunneling, jitter, CCD misuse, and common layer/mask misconfigurations.
- Physics interpolation introduction — Why fixed physics ticks stutter on high-refresh displays and when interpolation smooths 3D motion.
- PhysicsServer3D — RID-based body/shape APIs for swarm-scale projectiles with mandatory
free_rid cleanup.
- PhysicsDirectSpaceState3D — Ray/shape/point queries for LOS, hover constraints, and custom suspensions without permanent query nodes.
- ShapeCast3D — Volume casts for stair/ground detection when a thin
RayCast3D misses ledges or uneven floors.
Related Skills
Prerequisites
- godot-project-foundations — 3D physics engine choice, tick rate, gravity, and named layer bits must be set before matrices and Jolt tuning stay sane.
- godot-gdscript-mastery — Typed RIDs, bitmask enums, and
_physics_process discipline underpin server-side and CharacterBody3D patterns here.
- godot-signal-architecture —
body_entered / contact-monitor wiring needs clean ownership so Area3D gravity wells and CCD hits do not spam.
Complements
- godot-2d-physics — Parallel layer/mask and body-type contracts when sharing policy across dimensions or porting mechanics.
- godot-raycasting-queries — Deeper query-parameter recipes (masks, exclusions, shape casts) when vision/hitscan systems outgrow the basics.
- godot-3d-world-building — Static collision from GridMap/CSG/meshes must match the same 3D layer matrix used by characters and projectiles.
- godot-animation-tree-mastery — AnimationTree poses and state machines feed ragdoll start/stop and influence blending on
PhysicalBoneSimulator3D.
- godot-performance-optimization — Profiling and pooling guidance when
PhysicsServer3D swarms, soft bodies, or CCD counts become bottlenecks.
- godot-debugging-profiling — Visible collision shapes, contact normals, and profiler traps when diagnosing jitter, tunneling, or missed stairs.
Downstream / consumers
- godot-combat-system — 3D hitboxes/hurtboxes and projectile CCD inherit layer/mask and space-query choices from this domain.
- godot-genre-racing —
VehicleBody3D suspension/friction tuning and drift feel consume the vehicle and Jolt guidance here.
- godot-genre-shooter-fps — Hitscan rays, CharacterBody3D movement, and high-speed projectile CCD are direct consumers of these contracts.
- godot-navigation-pathfinding — Agents still need physics layers for blockers and LOS; keep nav meshes and the collision world consistent.
- godot-monte-carlo-balancer — Gravity, CCD, joint break thresholds, and hitbox size change win-rates; simulate those physics knobs instead of guessing.
Master
- godot-master — Library router and mirrored entry point for discovering 3D physics alongside sibling domains.