skills/thedivergentai/gd-agentic-skills/godot-raycasting-queries

godot-raycasting-queries

Installation
SKILL.md

Raycasting and Physics Queries

Physics queries allow for instantaneous detection of objects using lines (rays), volumes (shapes), or points.

Available Scripts

direct_space_state_raycast.gd

Expert usage of PhysicsDirectSpaceState2D/3D for bypassing node-based overhead in high-frequency queries.

shapecast_ground_detection.gd

Reliable ground/footing detection using volume-based ShapeCast instead of thin rays.

multiple_hit_piercing_ray.gd

Implementing piercing projectiles that detect and return multiple hits in a single line.

field_of_view_scanner.gd

AI sensor logic using a fan of raycasts to detect targets within a FOV cone.

raycast_reflection_logic.gd

Calculating bounces for lasers or bullets using collision normal reflection.

point_in_shape_query.gd

Checking for overlapping physics bodies at a single point (Explosion epicenters).

rest_info_3d_stuck_fix.gd

Using get_rest_info to detect stuck objects and resolve overlaps immediately.

mouse_pick_3d_query.gd

Converting 2D screen coordinates to 3D world rays for point-and-click interaction.

water_buoyancy_surface_calc.gd

Finding water surface height for buoyancy systems using high-to-low raycasting.

query_exclusion_optimization.gd

Optimizing performance by excluding specific RIDs (Resource IDs) from intersection checks.

NEVER Do in Physics Queries

  • NEVER access direct_space_state outside of _physics_process() — The physics space can be locked or running on a separate thread; querying it in _process() is unsafe [1, 2].
  • NEVER use ShapeCast when a thin RayCast is sufficient — Volume queries are significantly more expensive. Default to rays unless you need volumetric detection [3, 4].
  • NEVER assume results return CollisionObject nodes — CSG shapes, GridMap, and TileMapLayer return themselves, not a generic physics body [5, 6].
  • NEVER assume RayCast nodes update instantly — They update once per physics frame. If you move a node and query it immediately, you MUST call force_raycast_update() [3, 9].
  • NEVER use complex visual meshes for physics queries — GPU-only data requires expensive thread locking to parse. Use simplified primitive collision shapes [10, 11].
  • NEVER iterate results to find the first valid hit — Use collision_mask and collision_layer to filter queries at the server level for maximum performance.
  • NEVER forget to exclude the caster — A ray starting from the center of a character will hit the character itself. Use query.exclude = [self.get_rid()] [20].
  • NEVER use rays for small, fast detection areas — Rays can "tunnel" through thin walls if the frame rate drops. Use cast_motion or high-frequency stepping for bullets.
  • NEVER query 1000+ rays individually in GDScript — Batch your queries or use the PhysicsServer directly in C++ if you reach extreme query counts.
  • NEVER ignore the result.rid — RIDs are the fastest way to identify and exclude objects in subsequent queries, bypassing node-path lookups [20].

3D Mouse Picking Example

func screen_point_to_ray():
    var space_state = get_world_3d().direct_space_state
    var mouse_pos = get_viewport().get_mouse_position()
    
    var origin = project_ray_origin(mouse_pos)
    var end = origin + project_ray_normal(mouse_pos) * 2000
    
    var query = PhysicsRayQueryParameters3D.create(origin, end)
    var result = space_state.intersect_ray(query)
    
    if result:
        return result.collider
    return null

Related

  • godot-2d-physics, godot-physics-3d
  • Master Skill: godot-master
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