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.
Adopted by
Most recently taken up by
- gamedev-skills/awesome-gamedev-agent-skillstheir own version, first seen Oct 23, 2026
- EL4CTEO/roblox-skillstheir own version, first seen Sep 28, 2026
- nonlooped/roblox-suitetheir own version, first seen Sep 19, 2026
- szlay/roblox-baseedited, first seen Jul 24, 2026
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 1
- szlay/roblox-base★ 171% same
Wrote their own version · 3
- gamedev-skills/awesome-gamedev-agent-skills★ 6.4ksame name
- EL4CTEO/roblox-skills★ 92same name
- nonlooped/roblox-suite★ 25same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository29 other files it gives its agents.
- AGENTS.mdAGENTS.md
- roblox-architectureSkill
- roblox-collaboration-modeSkill
- roblox-dataSkill
- roblox-luau-coreSkill
- roblox-luau-patternsSkill
- roblox-luau-typesSkill
- roblox-networkingSkill
- roblox-performanceSkill
- roblox-securitySkill
- roblox-server-dataSkill
- roblox-analyticsSkill
- roblox-game-designSkill
- roblox-growth-designSkill
- roblox-monetizationSkill
- roblox-player-psychologySkill
- roblox-animation-vfxSkill
- roblox-audioSkill
- roblox-buildingSkill
- roblox-cameraSkill
- roblox-guiSkill
- roblox-inputSkill
- roblox-lightingSkill
- roblox-localizationSkill
- roblox-npc-aiSkill
- roblox-cloudSkill
- roblox-publish-checklistSkill
- roblox-studio-mcpSkill
- roblox-toolingSkill
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
- Distinctive: line 18
Use this skill when building physics-driven gameplay: vehicles, ragdolls, projectiles, mechanical contraptions, elevators, swinging …
- Very specific: line 47
Use Raycast for hitscan, Touched only for slow physics projectiles
- Very specific: line 48
Always set a lifetime on physics projectiles See references/full.md for recipes, API details, and checks.
“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.
Files
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,
Touchedonly for slow physics projectiles - Always set a lifetime on physics projectiles
See
references/full.mdfor recipes, API details, and checks.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
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Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

