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/godot-characterbody-2d

@9d6e91e

Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-characterbody-2d

This session only. Nothing lands on disk.

referencesmigration-notes.md

≈725 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-characterbody-2d

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • Area2D.priority type is int (was float) — only affects custom-gravity / conveyor Area setups paired with CharacterBody controllers.
  • Viewports with physics picking enabled auto-mark InputEvents handled — adjust drop-through or click-to-move patterns if you relied on unhandled propagation through a physics viewport.
  • PathFollow2D.lookahead removed — update moving-platform path followers that CharacterBodies ride.

4.1 → 4.2

Official: Upgrading to Godot 4.2

No skill-relevant breaking changes for this hop.

4.2 → 4.3

Official: Upgrading to Godot 4.3

No skill-relevant breaking changes for this hop.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • Android motion sensors disabled by default — enable Project Settings → Input Devices → Sensors before mobile tilt/virtual-stick controllers drive CharacterBody input.

4.4 → 4.5

Official: Upgrading to Godot 4.5

No skill-relevant breaking changes for this hop.

4.5 → 4.6

Official: Upgrading to Godot 4.6

No skill-relevant breaking changes for this hop.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • PhysicsServer2D.body_set_shape_as_one_way_collision() direction is shape-relative — re-tune one-way platform drop-through; align platform collider rotation or pass explicit direction instead of assuming global up.
  • CollisionShape2D one-way collision direction follows shape orientation — verify tile and StaticBody one-ways still match movement normals after upgrade.
  • Mouse/keyboard device IDs are InputEvent.DEVICE_ID_MOUSE / InputEvent.DEVICE_ID_KEYBOARD (not 0) — update device-filtered input routing in controllers; joypads may legitimately use ID 0.

Source: SKILL.md on GitHub

1 warning16d4 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    The skill provides expert implementation patterns for CharacterBody2D in Godot, including platformer movement mechanics, collision handling, and performance optimizations. No security risks were identified.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

  • Runlayer7mo

    4/4 files flagged

Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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