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TabooHarmonyTabooHarmony/roblox-brain/skills/gameplay/roblox-physics/SKILL.md

roblox-physics

Skill150 starsChanged 51 days agoMITView on GitHub

Use when building or fixing Roblox physics: vehicles, ragdolls, projectiles, elevators, constraints, forces, network ownership.

4 other projects use a version of this, 1 of them edited.

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The file

We split this skill into the rules it gives an agent

3 rules. 0 are common, 1 is distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 4 edited versions we read keep these.

  • 1

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use this skill when building physics-driven gameplay: vehicles, ragdolls, projectiles, mechanical contraptions, elevators, swinging …

    line 18
  2. Very specific:

    Use Raycast for hitscan, Touched only for slow physics projectiles

    line 47
  3. Very specific:

    Always set a lifetime on physics projectiles See references/full.md for recipes, API details, and checks.

    line 48

“Common” is measured: kept by at least 6 in 10 of the 4 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Roblox Physics

When to Load

Use this skill when building physics-driven gameplay: vehicles, ragdolls, projectiles, mechanical contraptions, elevators, swinging platforms, or anything using constraints and forces.

Quick Reference

Constraint Types

Mechanical: HingeConstraint, PrismaticConstraint, CylindricalConstraint, BallSocketConstraint, UniversalConstraint, WeldConstraint/RigidConstraint Motion: AlignPosition, AlignOrientation, LinearVelocity, AngularVelocity, VectorForce, Torque Spring/Rope: SpringConstraint, RopeConstraint, RodConstraint

Attachment Pattern

Constraints connect via Attachment objects. Create one on each part, set Attachment0/Attachment1, and parent the constraint to part0. Actuator types include None, Motor, and Servo.

Vehicles

Vehicles: use motorized HingeConstraint wheels, SpringConstraint suspension, servo steering, and CustomPhysicalProperties for friction tuning.

Ragdoll

Track the joints and instances each ragdoll changes; recover only owned state, and coordinate overlapping effects before restoring movement. BallSocketConstraint recipe: full.md.

Authority and Network Ownership

Classic projects: automatic ownership can give an unanchored assembly to a nearby player. SetNetworkOwner(nil) keeps it server-owned; SetNetworkOwner(player) gives a player simulation ownership. Treat player-owned physics as untrusted and validate gameplay outcomes.

Server Authority: set Workspace.AuthorityMode = Server with its required settings. Core objects can remain server-owned while prediction keeps controls responsive, so the classic secure-but-laggy trade-off does not apply. SetNetworkOwner() is not a substitute.

Rule: choose the model first. Keep NPC and gameplay-critical objects authoritative; give client ownership to non-critical physics only when the resulting behavior is acceptable and tested.

Common Gotchas

  • Constraints do nothing on Anchored parts
  • Both Attachment0 AND Attachment1 required (missing one = silent fail)
  • Over-constraining = jitter. Tune mass with CustomPhysicalProperties
  • Use Raycast for hitscan, Touched only for slow physics projectiles
  • Always set a lifetime on physics projectiles See references/full.md for recipes, API details, and checks.

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