physics-review

Review Godot 4.x physics implementations against collision and callback gotcha rules.

511|44|Updated Apr 13, 2026
One-click install
npx skills add https://github.com/RandallLiuXin/GodotMaker --skill physics-review
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-review
Source: https://github.com/RandallLiuXin/GodotMaker/tree/main/skills/reviewer/physics
Command: npx skills add https://github.com/RandallLiuXin/GodotMaker --skill physics-review

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill prevents subtle, hard-to-debug physics behavior in Godot 4.x by reviewing physics implementation against common engine and coding pitfalls after code is written or modified.

Core Features & Use Cases

  • Post-implementation physics code review: Flags known issues tied to CollisionObject2D usage, collision layer/mask configuration, and physics callbacks.
  • Gotcha-driven remediation: Maps findings to specific gotcha IDs, shows offending code, and recommends concrete fixes.
  • Optional automated verification: Can run static checklist checks and provides runtime test ideas for deeper validation (e.g., penetration and layer interaction tests).

Quick Start

Run physics-review after your physics-related code changes and ask it to scan the project for CollisionObject2D setups, collision layer/mask usage, and physics callback correctness.

Frequently Asked Questions about physics-review

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I review Godot 4.x physics code for collision layer and callback issues?

To review Godot 4.x physics code, scan CollisionObject2D setups and collision_layer/collision_mask configurations against known gotcha rules. This maps offending code to specific gotcha IDs and recommends concrete fixes for body_entered and area_entered callbacks.

Why are my Godot physics callbacks like body_entered not triggering after code changes?

Godot physics callbacks like body_entered fail when collision_layer or collision_mask configurations are mismatched after code changes. Reviewing your implementation against gotcha rules flags these specific configuration and callback pitfalls, then provides targeted code fixes.

What is the best way to debug collision detection problems in Godot 4.x?

The best way to debug Godot 4.x collision detection is applying a gotcha-driven review checklist. It checks CollisionObject2D nodes, physics-loop velocity, and damping logic, then optionally runs static checks and runtime penetration tests for deeper validation.

Does this physics review work with Godot 4.x area_entered and body_exited callbacks?

Yes, this physics review works with Godot 4.x area_entered, body_exited, and area_exited callbacks. It reviews all physics callbacks tied to CollisionObject2D nodes and matches your implementation against gotcha rules to prevent subtle callback failures.

When should I run a physics code review for my Godot project?

You should run a physics code review immediately after making physics-related code changes in your Godot project. Scanning post-implementation code prevents subtle, hard-to-debug physics behaviors by catching known collision and callback pitfalls early.

What gotchas should I look for when configuring Godot collision masks and layers?

When configuring Godot collision masks and layers, look for known gotchas tied to CollisionObject2D usage and physics-loop velocity logic. The review matches your code against specific gotcha IDs G1 through G6, citing offending lines and recommending fixes.