Reviews Godot physics implementation for known pitfalls. Triggers AFTER implementation, when code involves CollisionObject2D, RigidBody2D, CharacterBody2D, Area2D, collision layers, or physics callbacks. Do NOT use this skill for planning or teaching — only for post-implementation review.
Pro scans all 3 files and shows the line behind each finding
Scanned 6/11/2026
npx -y skills add RandallLiuXin/GodotMaker --skill physics --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: physics-review
description: |
Reviews Godot physics implementation for known pitfalls.
Triggers AFTER implementation, when code involves CollisionObject2D,
RigidBody2D, CharacterBody2D, Area2D, collision layers, or physics callbacks.
Do NOT use this skill for planning or teaching — only for post-implementation review.
---
# Physics Review
Post-implementation reviewer for Godot physics code. Checks against known gotchas that LLMs consistently get wrong.
## When to trigger
After physics-related code is written or modified. Look for:
- Physics body nodes (StaticBody2D, RigidBody2D, CharacterBody2D, Area2D)
- Collision layer/mask assignments
- Physics callbacks (`body_entered`, `body_exited`, `area_entered`, `area_exited`)
- `_physics_process()` with velocity/damping logic
- Objects spawned near Area2D
## Review process
1. Read `gotchas.md`
2. Scan the implemented code against each gotcha
3. For each hit:
- Cite the gotcha ID (e.g. G1)
- Show the offending code
- Provide the fix
4. If no hits, report clean
5. Optionally run `checklist.md` static checks for automated verification
When you need specific API details, delegate to the **godot-api** skill.
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