What problem does it solve? Setting up collision layers, masks, and physics bodies in Godot is error-prone because layer bit values, body types, and signal wiring are easy to confuse, leading to bullets that pass through enemies or triggers that never fire. ## Core Features & Use Cases - Collision Layer Standard: Provides an 8-layer convention mapping player, enemy, projectile, pickup, and trigger objects to specific bits, with a matrix of what detects what. - Physics Body Patterns: Gives ready GDScript templates for CharacterBody2D, RigidBody2D, StaticBody2D, and Area2D, including signal connections for body_entered and area_entered. - Use Case: When a player bullet fails to hit an enemy, use the layer/mask tables and code snippets to verify the bullet's collision_mask includes the enemy's layer bit and fix the setup in minutes. ## Quick Start Ask the AI to set up a player bullet that detects enemy bodies using the godot-physics collision layer standard.