godot-genre-sports
Genre: Sports
NEVER Do (Expert Anti-Patterns)
Physics & Ball Interaction
- NEVER parent the ball directly to a player Transform; strictly keep it a standalone
RigidBody3Dand useapply_central_impulse()for realistic dribble physics. - NEVER allow the ball to "Tunnel" through goals; strictly enable Continuous CD (
continuous_cd = true) on the ball's properties for high-velocity validation. - NEVER scale a
CollisionShape3Dnon-uniformly; strictly adjust the resource radius to preserve the internal moment of inertia. - NEVER apply impulses in
_process(); strictly use_physics_process()or_integrate_forces()to prevent visual jitter. - NEVER use a single collision shape for characters; strictly use layered shapes for Head, Torso, and Legs to enable headers and chest-traps.
Match & Team AI
- NEVER allow all AI to chase the ball ("Kindergarten Soccer"); strictly implement Formation Slots (Defense/Attack) where only the closest 1-2 players engage.
- NEVER use perfect goalkeeper reflexes; strictly add a Reaction Delay (0.2s-0.5s) and an "Error Rate" based on shot angle and velocity.
- NEVER ignore Root Motion for movement; strictly use
AnimationTreewith root motion to ensure momentum and turns are visually grounded. - NEVER trust client-side goal validations; strictly require the Authoritative Server to validate physics and score logic.
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