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roblox-physics
Use when building Roblox vehicles, ragdolls, projectiles, elevators, constraints, forces, or other physics-driven gameplay.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when building Roblox vehicles, ragdolls, projectiles, elevators, constraints, forces, or other physics-driven gameplay.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
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.