godot-physics-3d

安装量: 52
排名: #14289

安装

npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-physics-3d
3D Physics (Jolt/Native)
Expert guidance for high-performance 3D physics and ragdolls.
NEVER Do
NEVER scale RigidBody3D
— Scale collision shapes, NEVER the body itself. Non-uniform scaling breaks physics engines logic.
NEVER use
move_and_slide
inside
_process
— Always use
_physics_process
. Frame-rate dependency kills simulation stability.
NEVER simulate ragdolls 24/7
— Only enable physical bones on death or impact. Animate static meshes otherwise to save CPU.
NEVER ignore Jolt
— 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
— 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 PhysicalBone3D nodes. 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

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