godot-physics-3d
Installation
SKILL.md
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_slideinside_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.