Install Godot 2d Movement
Pick your agent. Every command is ready to paste.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-2d-movementThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads godot-2d-movement when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the godot-2d-movement skill”. In Codex, type $godot-2d-movement.
The skill itself
SKILL.md
Godot 2D Movement (4.x)
Build responsive 2D character controllers with CharacterBody2D and the argument-less
move_and_slide(). Targets Godot 4.7.
When to use
- Use when scripting a 2D player/enemy that moves and collides: platformer (gravity + jump) or top-down (free 8-direction), slope walking, or wall/floor detection.
- Use when
move_and_slide()"does nothing", the character sinks through floors, oris_on_floor()is always false.
When not to use: dynamic rigid bodies, areas, raycasts, collision layers →
godot-physics; tile-based levels → godot-tilemap; full platformer game template →
the platformer genre skill; engine-agnostic feel tuning → physics-tuning.
Core workflow
- Use
CharacterBody2Dwith aCollisionShape2Dchild. It is script-driven: it does not fall or react to forces on its own. - Set the
velocityproperty, then callmove_and_slide()(no arguments in 4.x). The method readsvelocity, moves the body, slides along surfaces, and updatesvelocityto reflect what actually happened. - Do it in
_physics_process(delta)—move_and_slide()uses the physics step's delta internally, so do not multiplyvelocitybydeltayourself. - Platformer: add gravity to
velocity.yeach tick, jump by settingvelocity.ynegative whenis_on_floor(). - Top-down: build a direction from input and scale by speed; set
motion_mode = MOTION_MODE_FLOATINGso there is no "floor/wall" distinction. - Read results with
is_on_floor(),is_on_wall(),get_wall_normal(), andget_slide_collision(i)after the call.
Patterns
1. Platformer controller (gravity, jump, slopes)
extends CharacterBody2D
@export var speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 1200.0 # pixels/sec^2 (tune to taste)
func _physics_process(delta: float) -> void:
# Apply gravity while airborne.
if not is_on_floor():
velocity.y += gravity * delta
# Jump only when grounded (Input action set in Project Settings > Input Map).
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Horizontal input: -1, 0, or 1.
var dir := Input.get_axis("move_left", "move_right")
if dir != 0.0:
velocity.x = dir * speed
else:
velocity.x = move_toward(velocity.x, 0.0, speed) # decelerate to a stop
move_and_slide() # 4.x: no arguments; uses and updates `velocity`
A fixed gravity export keeps tuning simple. To follow the project setting
(Physics > 2D > Default Gravity) and any Area2D gravity overrides instead, use
velocity += get_gravity() * delta, as the built-in CharacterBody2D script template does.
2. Top-down 8-direction movement
extends CharacterBody2D
@export var speed := 220.0
func _ready() -> void:
motion_mode = CharacterBody2D.MOTION_MODE_FLOATING # no floor/ceiling concept
func _physics_process(_delta: float) -> void:
# get_vector returns a normalized-ish Vector2 from four input actions.
var input := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = input * speed
move_and_slide()
3. Reading slide collisions after moving
func _physics_process(delta: float) -> void:
# ... set velocity ...
move_and_slide()
for i in get_slide_collision_count():
var c := get_slide_collision(i)
var other := c.get_collider()
if other and other.is_in_group("enemies"):
take_damage(1) # touched an enemy while moving
4. Coyote time (forgiving jump just after leaving a ledge)
@export var coyote_time := 0.1
var _coyote := 0.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += gravity * delta
_coyote -= delta
else:
_coyote = coyote_time
if Input.is_action_just_pressed("jump") and _coyote > 0.0:
velocity.y = jump_velocity
_coyote = 0.0
# ... horizontal input + move_and_slide() ...
Pitfalls
- 3.x signature is gone.
move_and_slide(velocity)(returning the new velocity) was removed. In 4.x set thevelocityproperty and callmove_and_slide()with no args.move_and_slide(velocity, Vector2.UP)will not parse. - Multiplying velocity by delta.
move_and_slide()already accounts for the physics delta. Settingvelocity = dir * speed * deltamakes the body crawl. - Movement in
_processinstead of_physics_processcauses frame-rate-dependent, jittery motion. Always move in_physics_process. is_on_floor()always false whenup_directionis wrong (defaultVector2.UP), there is noCollisionShape2D, or you never calledmove_and_slide()this frame.- Sinking through floors usually means the collision shape is missing/zero-sized, the
floor body is on a layer this body's mask doesn't include, or you moved the body via
position +=instead of velocity +move_and_slide(). - Slope slipping while idle: keep
floor_stop_on_slope = true(default) and raisefloor_snap_length(default 1 px) so the body sticks to downward slopes.
References
- For one-way platforms, moving platforms, jump buffering, variable jump height, and
move_and_collide()(manual collision response), readreferences/controller-recipes.md.
Related skills
godot-physics— collision layers/masks, areas, raycasts, rigid bodies.godot-tilemap— building the levels this character walks on.godot-animation— driving sprite/skeletal animation from movement state.camera-systems— follow camera, deadzone, and look-ahead that track this character.platformer/input-systems— full genre template and rebindable input.
Tips for Godot 2d Movement
- • Start a fresh session after installing so your agent picks up the new skill.
- • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
- • It is part of a pack with 40 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Godot 2d Movement
What does the Godot 2d Movement skill do?
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.
How do I install Godot 2d Movement?
Run "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-2d-movement" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Godot 2d Movement work in Cursor and Codex?
Yes. Godot 2d Movement uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Godot 2d Movement free?
Godot 2d Movement is open source on GitHub under the Apache-2.0 license. It is free to install; check the license before commercial use.
Who made Godot 2d Movement?
Godot 2d Movement is published by gamedev-skills in the gamedev-skills/awesome-gamedev-agent-skills repository, together with 39 other skills.





