godot-physics-3d
Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.
What this skill does
# 3D Physics (Jolt/Native)
Expert guidance for high-performance 3D physics and ragdolls.
## NEVER Do
- **NEVER move `PhysicsBody3D` nodes in `_process()`** — Use `_physics_process()`. Moving bodies outside the physics step causes visual jitter and unreliable collision detection [12, 13].
- **NEVER scale collision shapes directly** — Scaling physics shapes causes instability, inaccurate normals, and jitter. Use the `shape` properties (height, radius, size) instead.
- **NEVER modify `RigidBody3D` transforms directly** — This ignores the physics solver. Use `apply_impulse()`, `apply_torque()`, or the `_integrate_forces()` callback for safe manipulation [17].
- **NEVER use `RigidBody3D` for platformer player controllers** — RigidBody is for objects driven by physics. For refined movement, use `CharacterBody3D` with `move_and_slide()` [move_and_slide].
- **NEVER leave Continuous CD (CCD) enabled for static meshes** — It adds heavy CPU cost. Reserve it for high-speed small objects (bullets) to prevent them from passing through walls.
- **NEVER use `PhysicsServer3D` RIDs without manual cleanup** — RIDs are not garbage collected. If you create bodies via the server, you MUST call `free_rid()` when done to avoid memory leaks.
- **NEVER use `RayCast3D` for precise ground detection on stairs** — A single ray is too thin. Use `ShapeCast3D` with a cylinder or sphere shape to detect walkable steps reliably [Stair Logic].
- **NEVER rely on `VehicleBody3D` for non-racing arcade vehicles** — It's a complex sim. For arcade hovercraft or simple cars, a custom `CharacterBody3D` with Raycasts is often easier to tune.
- **NEVER forget to set `collision_layer` and `collision_mask` properly** — If everything is on layer 1, performance will tank from redundant checks. Categorize your world.
- **NEVER use `Area3D` for high-frequency blocking** — Areas are for detection. For walls/barriers, use `StaticBody3D` to ensure immediate, robust containment.
---
## Available Scripts
### [physics_server_3d_bullets.gd](scripts/physics_server_3d_bullets.gd)
Direct `PhysicsServer3D` RID management for thousands of high-speed 3D projectiles.
### [ray_query_3d_vision.gd](scripts/ray_query_3d_vision.gd)
Expert line-of-sight and AI vision logic using low-level space state interrupts.
### [shapecast_3d_ground_check.gd](scripts/shapecast_3d_ground_check.gd)
Robust stair and ledge detection using `ShapeCast3D` for 3D CharacterBody stability.
### [physics_ccd_3d_projectile.gd](scripts/physics_ccd_3d_projectile.gd)
Continuous Collision Detection configuration and sub-stepping logic for anti-tunneling.
### [physics_layers_3d_config.gd](scripts/physics_layers_3d_config.gd)
Clean collision matrix architecture for 3D using named bitmask layers and masks.
### [custom_gravity_well_3d.gd](scripts/custom_gravity_well_3d.gd)
Planet-style gravity wells and zero-G zones implemented via priority Area3D nodes.
### [soft_body_3d_interaction.gd](scripts/soft_body_3d_interaction.gd)
Managing high-performance SoftBody3D flags, cloaks, and foliage attachments.
### [joint_3d_breakage_logic.gd](scripts/joint_3d_breakage_logic.gd)
Dynamic joint stress monitoring and procedural snaps for destructible 3D objects.
### [kinematic_3d_stairs_logic.gd](scripts/kinematic_3d_stairs_logic.gd)
Advanced procedural stair-stepping and snapping for professional 3D character controllers.
### [vehicle_simulation_tuning.gd](scripts/vehicle_simulation_tuning.gd)
Tuning `VehicleBody3D` and `VehicleWheel3D` for high-speed drifting and arcade feel.
### [ragdoll_manager.gd](scripts/ragdoll_manager.gd)
Expert manager for transitioning Skeleton3D from animation to physical simulation (death effect). Handles impulse application and cleanup.
### [raycast_visualizer.gd](scripts/raycast_visualizer.gd)
Debug tool to visualize hit points and normals of RayCast3D in game.
## Core Architecture
### 1. Layers & Masks (3D)
Same as 2D:
- **Layer**: What object IS.
- **Mask**: What object HITS.
### 2. Physical Bones (Ragdolls)
Godot uses `PhysicalBone3D` nodes attached to `Skeleton3D` bones.
To setup:
1. Select Skeleton3D.
2. Click "Create Physical Skeleton" in top menu.
3. This generates `PhysicalBone3D` nodes.
### 3. Jolt Joints
Use `Generic6DOFJoint3D` for almost everything. It covers hinge, slider, and ball-socket needs with simpler configuration than specific nodes.
---
## Ragdoll Implementation
```gdscript
# simple_ragdoll.gd
extends Skeleton3D
func start_ragdoll() -> void:
physical_bones_start_simulation()
func stop_ragdoll() -> void:
physical_bones_stop_simulation()
```
### 4. Custom Physics Constraint Solver (intersect_ray)
For building custom constraints like hover mechanics or custom suspensions, query the physics space directly using `PhysicsDirectSpaceState3D`. Access the space state only during the `_physics_process()` callback to avoid lock errors.
```gdscript
class_name HoverConstraint3D extends RigidBody3D
## Custom physics constraint using low-level raycasting.
@export var hover_height: float = 2.0
@export var hover_force: float = 80.0
func _physics_process(_delta: float) -> void:
# Safely retrieve the physics space state during the physics tick.
var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
# Define the ray vector using global coordinates.
var from_pos: Vector3 = global_position
var to_pos: Vector3 = global_position + (Vector3.DOWN * 10.0)
# Create the query parameter using the static factory method.
var query := PhysicsRayQueryParameters3D.create(from_pos, to_pos)
# Exclude this rigid body by its server RID for optimal performance.
query.exclude = [get_rid()]
# Execute the raycast query.
var result: Dictionary = space_state.intersect_ray(query)
# Resolve the custom constraint.
if result and not result.is_empty():
var hit_position: Vector3 = result.position
var distance: float = global_position.distance_to(hit_position)
if distance < hover_height:
# Apply a restorative central force to simulate a spring constraint.
var force_magnitude: float = hover_force * (hover_height - distance)
apply_central_force(Vector3.UP * force_magnitude)
```
### 5. Jolt Settings (Vehicle Suspensions)
Jolt Physics is the recommended engine for high-stability 3D physics in Godot 4.x. For vehicle suspensions, tune `suspension_stiffness` and `suspension_travel` to balance stability and realism.
```gdscript
class_name VehicleSuspensionTuner extends VehicleBody3D
## Dynamically tunes Jolt-powered vehicle suspensions.
@export var wheels: Array[VehicleWheel3D] = []
func _ready() -> void:
# Ensure the engine is using Jolt for maximum stability.
var engine_name: String = ProjectSettings.get_setting("physics/3d/physics_engine")
if engine_name != "Jolt Physics":
push_warning("Vehicle physics requires Jolt Physics for maximum stability.")
_configure_offroad_suspension()
func _configure_offroad_suspension() -> void:
for wheel in wheels:
# Values < 50 for off-road, 50-100 for race cars.
wheel.suspension_stiffness = 35.0
wheel.suspension_travel = 0.25
wheel.damping_compression = 0.83
wheel.damping_relaxation = 0.88
wheel.wheel_friction_slip = 10.5
```
### 6. Ragdoll Blending (Revival Interpolation)
Transitioning from a ragdoll back to an animated state involves manipulating the `influence` property of the `PhysicalBoneSimulator3D`. Use a `Tween` to smoothly interpolate influence from 1.0 (physics) to 0.0 (animation).
```gdscript
class_name RagdollBlender extends Node3D
## Handles the transition between skeletal animation and physics ragdolls.
@export var bone_simulator: PhysicalBoneSimulator3D
func kill_character() -> void:
# Start physics simulation override.
bone_simulator.physical_bones_start_simulation()
bone_simulator.influence = 1.0
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