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Godot Characterbody 2d

  • 279 installs
  • 454 repo stars
  • Updated July 28, 2026
  • thedivergentai/gd-agentic-skills

Use godot-characterbody-2d for development tasks

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godot-characterbody-2d: A skill for development. This provides functionality for development workflows.

  • godot-characterbody-2d

Godot Characterbody 2d by the numbers

  • 279 all-time installs (skills.sh)
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  • Data as of Aug 5, 2026 (Skillselion catalog sync)
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Installs279
repo stars454
Last updatedJuly 28, 2026
Repositorythedivergentai/gd-agentic-skills

What it does

Use godot-characterbody-2d for development tasks

Files

SKILL.mdMarkdownGitHub ↗

CharacterBody2D Implementation

Expert guidance for player-controlled 2D movement using Godot's physics system.

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 `move_and_slide()`move_and_slide() handles delta internally. Manual multiplication makes movement framerate-dependent [12].
  • NEVER use `global_position` updates for movement — Use velocity and move_and_slide(). Direct position updates bypass collision detection and floor snapping.
  • NEVER ignore the return value of `move_and_slide()` — While optional, checking is_on_floor() or get_last_motion() immediately after is critical for state logic.
  • NEVER rely on default `floor_snap_length` for fast stair-climbing — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic for smooth transitions.
  • NEVER apply gravity while `is_on_floor()` is true — Constant downward force on the floor can cause "micro-jitter" or prevent floor-snap from working correctly. Reset velocity.y to 0 or a small constant.
  • NEVER use `Area2D` for ground detection — Real collisions (rays/shapecasts) are more precise. is_on_floor() is highly optimized; only augment it if necessary.
  • NEVER forget Ceiling Bonk detection — If you don't reset velocity.y to 0 when is_on_ceiling(), the player will "float" against the ceiling until gravity pulls them down.
  • NEVER use high-precision physics for pixel art visuals — Keep physics math high-precision, but round your Sprite nodal positions in _process to avoid visual sub-pixel jitter.
  • NEVER use `queue_free()` on characters every frame — Use object pooling for bullets or enemies to avoid SceneTree performance spikes.

---

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

frame_perfect_coyote_time.gd

Professional platformer mechanics: Coyote Time (jump after fall) and Input Buffering.

slope_stair_snapping.gd

Advanced procedural stair-climbing and smooth slope snapping logic.

variable_jump_height.gd

Customizable 'Short Hop' vs 'Full Jump' implementation based on input duration.

wall_slide_jump_refined.gd

Responsive Wall Slide and Wall Jump mechanics with proper push-back forces.

dash_state_controller.gd

State-based dash logic with invincibility frames and customizable cooldowns.

subpixel_movement_rounding.gd

Expert pattern for maintaining pixel-perfect visuals in low-res games while keeping smooth physics.

performance_character_pooling.gd

Logic for optimizing 100+ active characters using visibility-based physics toggling.

impulse_response_handler.gd

Expert handling of external forces (Knockback, Blow-back, Wind) integrated with move_and_slide.

aerial_drift_acceleration.gd

Precise air control and acceleration logic for professional platformer feel.

ceiling_bonk_detection.gd

Fixing 'sticky head' syndrome by correctly handling vertical momentum on ceiling hits.

expert_physics_2d.gd

Complete platformer movement with coyote time, jump buffering, smooth acceleration/friction, and sub-pixel stabilization. Uses move_toward for precise control.

dash_controller.gd

Frame-perfect dash with I-frames, cooldown, and momentum preservation.

wall_jump_controller.gd

Wall slide, cling, and directional wall jump with auto-correction.

Do First: Read expert_physics_2d.gd for platformer foundation before adding dash/wall-jump.

---

When to Use CharacterBody2D

Use CharacterBody2D For:

  • Player characters (platformer, top-down, side-scroller)
  • NPCs with custom movement logic
  • Enemies with non-physics-based movement

Use RigidBody2D For:

  • Physics-driven objects (rolling boulders, vehicles)
  • Objects affected by forces and impulses

Platformer Movement Pattern

Basic Platformer Controller

extends CharacterBody2D

const SPEED := 300.0
const JUMP_VELOCITY := -400.0

# Get the gravity from the project settings
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")

func _physics_process(delta: float) -> void:
    # Apply gravity
    if not is_on_floor():
        velocity.y += gravity * delta
    
    # Handle jump
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = JUMP_VELOCITY
    
    # Get input direction
    var direction := Input.get_axis("move_left", "move_right")
    
    # Apply movement
    if direction:
        velocity.x = direction * SPEED
    else:
        velocity.x = move_toward(velocity.x, 0, SPEED)
    
    move_and_slide()

Advanced Platformer with Coyote Time & Jump Buffer

extends CharacterBody2D

const SPEED := 300.0
const JUMP_VELOCITY := -400.0
const ACCELERATION := 1500.0
const FRICTION := 1200.0
const AIR_RESISTANCE := 200.0

# Coyote time: grace period after leaving platform
const COYOTE_TIME := 0.1
var coyote_timer := 0.0

# Jump buffering: remember jump input slightly before landing
const JUMP_BUFFER_TIME := 0.1
var jump_buffer_timer := 0.0

var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")

func _physics_process(delta: float) -> void:
    # Gravity
    if not is_on_floor():
        velocity.y += gravity * delta
        coyote_timer -= delta
    else:
        coyote_timer = COYOTE_TIME
    
    # Jump buffering
    if Input.is_action_just_pressed("jump"):
        jump_buffer_timer = JUMP_BUFFER_TIME
    else:
        jump_buffer_timer -= delta
    
    # Jump (with coyote time and buffer)
    if jump_buffer_timer > 0 and coyote_timer > 0:
        velocity.y = JUMP_VELOCITY
        jump_buffer_timer = 0
        coyote_timer = 0
    
    # Variable jump height
    if Input.is_action_just_released("jump") and velocity.y < 0:
        velocity.y *= 0.5
    
    # Movement with acceleration/friction
    var direction := Input.get_axis("move_left", "move_right")
    
    if direction:
        velocity.x = move_toward(velocity.x, direction * SPEED, ACCELERATION * delta)
    else:
        var friction_value := FRICTION if is_on_floor() else AIR_RESISTANCE
        velocity.x = move_toward(velocity.x, 0, friction_value * delta)
    
    move_and_slide()

Top-Down Movement Pattern

8-Directional Top-Down

extends CharacterBody2D

const SPEED := 200.0
const ACCELERATION := 1500.0
const FRICTION := 1000.0

func _physics_process(delta: float) -> void:
    # Get input direction (normalized for diagonal movement)
    var input_vector := Input.get_vector(
        "move_left", "move_right",
        "move_up", "move_down"
    )
    
    if input_vector != Vector2.ZERO:
        # Accelerate toward target velocity
        velocity = velocity.move_toward(
            input_vector * SPEED,
            ACCELERATION * delta
        )
    else:
        # Apply friction
        velocity = velocity.move_toward(
            Vector2.ZERO,
            FRICTION * delta
        )
    
    move_and_slide()

Top-Down with Rotation (Tank Controls)

extends CharacterBody2D

const SPEED := 200.0
const ROTATION_SPEED := 3.0

func _physics_process(delta: float) -> void:
    # Rotation
    var rotate_direction := Input.get_axis("rotate_left", "rotate_right")
    rotation += rotate_direction * ROTATION_SPEED * delta
    
    # Forward/backward movement
    var move_direction := Input.get_axis("move_backward", "move_forward")
    velocity = transform.x * move_direction * SPEED
    
    move_and_slide()

Collision Handling

Detecting Floor/Walls/Ceiling

func _physics_process(delta: float) -> void:
    move_and_slide()
    
    if is_on_floor():
        print("Standing on ground")
    
    if is_on_wall():
        print("Touching wall")
    
    if is_on_ceiling():
        print("Hitting ceiling")

Get Collision Information

func _physics_process(delta: float) -> void:
    move_and_slide()
    
    # Process each collision
    for i in get_slide_collision_count():
        var collision := get_slide_collision(i)
        print("Collided with: ", collision.get_collider().name)
        print("Collision normal: ", collision.get_normal())
        
        # Example: bounce off walls
        if collision.get_collider().is_in_group("bouncy"):
            velocity = velocity.bounce(collision.get_normal())

One-Way Platforms

extends CharacterBody2D

func _physics_process(delta: float) -> void:
    # Allow falling through platforms by pressing down
    if Input.is_action_pressed("move_down") and is_on_floor():
        position.y += 1  # Move slightly down to pass through
    
    velocity.y += gravity * delta
    move_and_slide()

Movement States with State Machine

extends CharacterBody2D

enum State { IDLE, RUNNING, JUMPING, FALLING, DASHING }

var current_state := State.IDLE
var dash_velocity := Vector2.ZERO
const DASH_SPEED := 600.0
const DASH_DURATION := 0.2
var dash_timer := 0.0

func _physics_process(delta: float) -> void:
    match current_state:
        State.IDLE:
            _state_idle(delta)
        State.RUNNING:
            _state_running(delta)
        State.JUMPING:
            _state_jumping(delta)
        State.FALLING:
            _state_falling(delta)
        State.DASHING:
            _state_dashing(delta)

func _state_idle(delta: float) -> void:
    velocity.x = move_toward(velocity.x, 0, FRICTION * delta)
    
    if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right"):
        current_state = State.RUNNING
    elif Input.is_action_just_pressed("jump"):
        current_state = State.JUMPING
    
    move_and_slide()

func _state_dashing(delta: float) -> void:
    dash_timer -= delta
    velocity = dash_velocity
    
    if dash_timer <= 0:
        current_state = State.IDLE
    
    move_and_slide()

Best Practices

1. Use Constants for Tuning

# ✅ Good - easy to tweak
const SPEED := 300.0
const JUMP_VELOCITY := -400.0

# ❌ Bad - magic numbers
velocity.x = 300
velocity.y = -400

2. Use @export for Designer Control

@export var speed: float = 300.0
@export var jump_velocity: float = -400.0
@export_range(0, 2000) var acceleration: float = 1500.0

3. Separate Movement from Animation

func _physics_process(delta: float) -> void:
    _handle_movement(delta)
    _handle_animation()
    move_and_slide()

func _handle_movement(delta: float) -> void:
    # Movement logic only
    pass

func _handle_animation() -> void:
    # Animation state changes only
    if velocity.x > 0:
        $AnimatedSprite2D.flip_h = false
    elif velocity.x < 0:
        $AnimatedSprite2D.flip_h = true

4. Use Floor Detection Parameters

func _ready() -> void:
    # Set floor parameters
    floor_max_angle = deg_to_rad(45)  # Max slope angle
    floor_snap_length = 8.0  # Distance to snap to floor
    motion_mode = MOTION_MODE_GROUNDED  # Vs MOTION_MODE_FLOATING

Common Gotchas

Issue: Character slides on slopes

# Solution: Increase friction
const FRICTION := 1200.0

Issue: Character stutters on moving platforms

# Solution: Enable platform snap
func _physics_process(delta: float) -> void:
    move_and_slide()
    
    # Snap to platform velocity
    if is_on_floor():
        var floor_velocity := get_platform_velocity()
        velocity += floor_velocity

Issue: Double jump exploit

# Solution: Track if jump was used
var can_jump := true

func _physics_process(delta: float) -> void:
    if is_on_floor():
        can_jump = true
    
    if Input.is_action_just_pressed("jump") and can_jump:
        velocity.y = JUMP_VELOCITY
        can_jump = false

Expert Character Architectures

1. Wall Cling (Variable Friction)

To implement a professional "Wall Cling" or "Wall Slide," monitor is_on_wall() while the character is falling. Instead of a binary state, apply a friction scalar to the velocity.y to allow for varying slide speeds based on player input or surface types (Custom Data).

class_name WallClingController extends CharacterBody2D
## Implements variable friction wall-clinging.

@export var wall_friction: float = 0.15
@export var gravity: float = 980.0

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity.y += gravity * delta
        
        # Apply cling friction if moving against a wall and falling.
        if is_on_wall() and velocity.y > 0:
            velocity.y *= wall_friction
            
    move_and_slide()

2. Animation-Driven Movement (Root Motion)

For pixel-perfect animation/physics synchronization, use the AnimationTree root motion API. Retrieve the motion delta from the animation track using get_root_motion_position() and apply it to the character's velocity. This ensures that the character's feet never slide across the ground during complex movement cycles.

class_name RootMotionController2D extends CharacterBody2D
## Synchronizes physics displacement with AnimationTree root motion.

@export var animation_tree: AnimationTree

func _physics_process(delta: float) -> void:
    # 1. Retrieve the 3D root motion delta (standardized API).
    var root_motion: Vector3 = animation_tree.get_root_motion_position()
    
    # 2. Convert the 3D delta to a 2D velocity vector.
    var motion_2d := Vector2(root_motion.x, root_motion.z)
    velocity = motion_2d / delta
    
    move_and_slide()

3. Game-Feel Profiler (Jump Arcs)

To debug and polish platforming "feel," implement a real-time trajectory profiler. Use the CanvasItem._draw() callback to plot the character's historical positions as a polyline. This allows you to visualize jump arcs, apex duration, and buffer windows to ensure the movement matches the intended design.

class_name GameFeelProfiler extends Node2D
## Visualizes character jump arcs and velocity vectors for debugging.

@export var character: CharacterBody2D
var _points: PackedVector2Array = []

func _process(_delta: float) -> void:
    if not character: return
    
    # Capture global position relative to the debugger's origin.
    _points.append(character.global_position - global_position)
    if _points.size() > 100: _points.remove_at(0)
    
    queue_redraw()

func _draw() -> void:
    if _points.size() < 2: return
    
    # Draw the jump arc as a persistent polyline.
    draw_polyline(_points, Color.CYAN, 2.0, true)
    
    # Draw current velocity vector.
    draw_line(_points[-1], _points[-1] + character.velocity * 0.1, Color.YELLOW, 3.0)

Reference

Related

  • Master Skill: godot-master

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