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roblox-physics
Use when building Roblox vehicles, ragdolls, projectiles, elevators, constraints, forces, or other physics-driven gameplay.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when building Roblox vehicles, ragdolls, projectiles, elevators, constraints, forces, or other physics-driven gameplay.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Use when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects.
Use when building Roblox menus, HUDs, shops, notifications, dialogs, or responsive cross-platform UI.
Use when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.
Use when validating RemoteEvent or RemoteFunction arguments, adding rate limits, designing server-authoritative systems, or preventing exploits.
Use when creating Roblox NPCs or enemies with pathfinding, state machines, line-of-sight or FOV detection, spawns, or AI update loops.
Use when auditing Roblox code for exploit vectors, authority models, remotes, economy, and DataStore flows.
| name | roblox-physics |
| description | Use when building Roblox vehicles, ragdolls, projectiles, elevators, constraints, forces, or other physics-driven gameplay. |
| last_reviewed | "2026-07-13T00:00:00.000Z" |
| sources | ["https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/physics/mechanical-constraints.md","https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/physics/mover-constraints.md","https://create.roblox.com/docs/projects/server-authority"] |
Use this skill when building physics-driven gameplay: vehicles, ragdolls, projectiles, mechanical contraptions, elevators, swinging platforms, or anything using constraints and forces.
Mechanical: HingeConstraint, PrismaticConstraint, CylindricalConstraint, BallSocketConstraint, UniversalConstraint, WeldConstraint/RigidConstraint
Motion: AlignPosition, AlignOrientation, LinearVelocity, AngularVelocity, VectorForce, Torque
Spring/Rope: SpringConstraint, RopeConstraint, RodConstraint
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: use motorized HingeConstraint wheels, SpringConstraint suspension, servo steering, and CustomPhysicalProperties for friction tuning.
Replace Motor6Ds with BallSocketConstraint: create Attachments from motor.C0/C1, set LimitsEnabled=true, UpperAngle=45. Keep Root Motor6D for HRP. Set humanoid state to Physics. Re-enable motors to recover.
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.
CustomPhysicalPropertiesTouched only for slow physics projectilesreferences/full.md for the complete reference with code examples, API tables, and edge cases.