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_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.

Installs
3
GitHub Stars
3
First Seen
May 2, 2026