Agent skill · gamedev-skills
roblox-physics
Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.
What it needs
About 4k tokens when loaded.
What this skill does
Roblox physics Choose deliberately between simulation, character control, hit detection, and visual-only motion; they are different jobs. Targets Roblox's rolling platform APIs. Pair with physics-tuning for engine-neutral stability and feel. When to use Use for BasePart assemblies, constraints, collision/query policy, ray/overlap queries, forces, impulses, moving physical objects, network ownership, or physics cleanup. Use when Touched is unreliable/security-sensitive, parts tunnel or jitter, a mechanism breaks when anchored, or old BodyMover patterns appear. When not to use: ordinary Humanoid lifecycle/control belongs to roblox-characters; remote validation belongs to roblox-networking; decorative UI/world motion may only need a tween. Decide the system first Goal Mechanism --- --- sustained physical interaction unanchored assembly + modern constraints/forces instantaneous physical change ApplyImpulse / ApplyAngularImpulse kinematic platform/path controlled pivot/transform with an explicit passenger policy character locomotion Humanoid/custom character controller (roblox-characters) authoritative hit test server raycast/overlap with filters and gameplay validation cosmetic trail/recoil local visual motion; no gameplay authority Workflow 1. Inspect the mechanism. In Studio, visualize assemblies, anchors, constraints, collision groups, massless parts, and network owners. Identify the assembly root and intended authority. 2. Define interaction policy. Write the collision-group matrix and separately decide CanCollide, CanTouch, and CanQuery. These flags are not interchangeable. 3. Choose simulation or query. Do not use .Touched as a universal hit detector. Use a ray for a path/line, an overlap query for a volume, and simulation contacts when physical response is actually required. 4. Apply motion at assembly level. Forces on a part affect its assembly. …
How to use it
Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:
@skills gamedev-skills/roblox-physics