Agent skill · Audited from source
godot-characterbody-2d
skill · thedivergentai/gd-agentic-skillsLGPL-3.0 licenceAudited 26 Oct 2026 · source 0c0182b848c3
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 0c0182b848c3 and found no filesystem, network or shell access and no hard-coded secrets. What it does: 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.…
Cite
Cite this page
ModelsAtlas. “godot-characterbody-2d (thedivergentai/gd-agentic-skills)”. Retrieved 26 Oct 2026. https://modelsatlas.com/skills/thedivergentai/godot-characterbody-2d
Trust audit
Audit 0.4.1 · source read 26 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 0c0182b848c3 · 26 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherthedivergentai GitHub userOwner of the repository this skill is read from
- Source folderthedivergentai/gd-agentic-skills/skills/godot-characterbody-2dThe exact folder we audited
- LicenceLGPL-3.0As the repository states it
- Commit pinned for this verdict0c0182b848c3A new audit runs when the source changes
- Repository statusNot archivedLast push 9 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: 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.…
--- name: godot-characterbody-2d description: "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." --- # CharacterBody2D Implementation Expert CharacterBody2D feel systems — not beginner `move_and_slide` tutorials. ## NEVER Do - **NEVER use `RigidBody2D` for standard player controllers** — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always use `CharacterBody2D`. - **NEVER multiply `velocity` by `delta` before `move_and_slide()`** — `move_and_slide()` handles delta internally. Manual multiplication makes movement framerate-dependent. - **NEVER use `global_position` updates for gameplay movement** — Use `velocity` + `move_and_slide()`. Direct position hacks bypass collision, floor snap, and one-way rules. - **NEVER "fall through" one-ways by nudging `position.y`** — Use one-way collision shapes + layer/mask (and temporary mask disable / collide-with-areas patterns). See [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md). - **NEVER ignore floor/wall/ceiling state right after `move_and_slide()`** — `is_on_floor()`, `is_on_wall()`, `is_on_ceiling()`, and slide collisions drive coyote, wall jump, and bonk logic. - **NEVER rely on default `floor_snap_length` for fast stair-climbing** — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic. - **NEVER apply gravity while `is_on_floor()` is true** — Constant downward force causes micro-jitter and fights floor-snap. Reset `velocity.y` on land. - **NEVER use `Area2D` as primary ground detection** — Prefer `is_on_floor()` / shapecasts; Areas are for triggers, not floor truth. - **NEVER forget ceiling bonk** — Reset `velocity.y` when `is_on_ceiling()` or the player floats into the ceiling until gravity wins. - **NEVER round physics positions for pixel art** — Keep physics high-precision; round **sprite** positions in `_process` only ([subpixel_movement_rounding.gd](scripts/subpixel_movement_rounding.gd)). - **NEVER spam `queue_free()` for hordes** — Pool bullets/enemies when spawn/despawn is frequent ([performance_character_pooling.gd](scripts/performance_character_pooling.gd)). --- ## When to Use CharacterBody2D | Need | Body | |------|------| | Feel-driven player / NPC / enemy locomotion | **CharacterBody2D** | | Rolling debris, ragdoll-ish props, force piles | RigidBody2D | | Static level colliders | StaticBody2D / TileMapLayer physics | ## Decision Tree → MANDATORY Scripts | Task | Do First | Then (optional) | Do NOT Load | |------|----------|-----------------|-------------| | Platformer foundation (coyote, buffer, accel/friction) | **[expert_physics_2d.gd](scripts/expert_physics_2d.gd)** | — | Inline tutorial controllers | | Isolate coyote/buffer only | [frame_perfect_coyote_time.gd](scripts/frame_perfect_coyote_time.gd) | — | Duplicate coyote blocks in SKILL | | Variable jump / short hop | [variable_jump_height.gd](scripts/variable_jump_height.gd) | — | — | | Slopes / stairs | [slope_stair_snapping.gd](scripts/slope_stair_snapping.gd) | [godot-raycasting-queries](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-raycasting-queries/SKILL.md) | — | | Wall slide / wall jump | [wall_slide_jump_refined.gd](scripts/wall_slide_jump_refined.gd) or [wall_jump_controller.gd](scripts/wall_jump_controller.gd) | — | Both unless comparing | | Dash + i-frames | [dash_state_controller.gd](scripts/dash_state_controller.gd) or [dash_controller.gd](scripts/dash_controller.gd) | — | Both unless comparing | | Air control polish | [aerial_drift_acceleration.gd](scripts/aerial_drift_acceleration.gd) | — | — | | Ceiling stick / bonk | [ceiling_bonk_detection.gd](scripts/ceiling_bonk_detection.gd) | — | — | | Knockback / wind impulses | [impulse_response_handler.gd](scripts/impulse_response_handler.gd) | — | — | | Pixel-art visuals | [subpixel_movement_rounding.gd](scripts/subpixel_movement_rounding.gd) | — | Rounding `global_position` in physics | | Many AI bodies | [performance_character_pooling.gd](scripts/performance_character_pooling.gd) | — | — | | One-way platforms | Tile/StaticBody one-way + layers/masks | [godot-tilemap-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tilemap-mastery/SKILL.md) / [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md) | `position.y += 1` drop-through hacks | | Top-down / tank locomotion | [movement-recipes.md](references/movement-recipes.md) | — | Inline 8-way tutorials | | Jump arc debug tuning | [game_feel_profiler.gd](scripts/game_feel_profiler.gd) | — | — | | Animation root motion | [root_motion_controller.gd](scripts/root_motion_controller.gd) | [godot-2d-animation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-animation/SKILL.md) | — | **Golden path:** Read **expert_physics_2d.gd** first. Add dash/wall/jump scripts only after that controller is in place. Do not re-inline coyote/buffer/accel loops in the scene when the script already owns them. ## One-Way Platforms (correct recipe) 1. Author one-way on the **platform collider** (`CollisionShape2D` one-way / TileSet physics one-way), not by teleporting the player. 2. Put platforms and player on explicit **collision layers/masks** so drop-through can temporarily clear the platform bit (or disable collide-with) while holding down + jump — then restore next physics frames. 3. Keep drop-through on the **physics tick**; never bypass `move_and_slide` with `position` nudges. 4. For tile one-ways, align TileSet
Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 0c0182b
git clone https://github.com/thedivergentai/gd-agentic-skills git -C gd-agentic-skills checkout 0c0182b848c3
The author documents no install command, so this uses the repository directly. Our verdict covers commit 0c0182b848c3 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
0c0182b848c3
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Questions about godot-characterbody-2d
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How current is this page?
Sources
- github.com/thedivergentai/gd-agentic-skills/tree/main/skills/god — the audited source at commit 0c0182b848c3 and every finding aboveObserved · 26 Oct 2026
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- What does the godot-characterbody-2d skill do?
- Is godot-characterbody-2d safe to install?
- What can godot-characterbody-2d access on my machine?