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roblox-physics

roblox-physics

github.com/nonloopedDevelopment25335 installsUpdated 2w ago
Repository

About roblox-physics

roblox-physics is a physics reference skill for Roblox developers, covering assemblies, constraints, collisions, and network ownership. It also guides troubleshooting, performance tuning, and example scripts.

Key features

  1. 01Assembly and anchoring strategies
  2. 02Mechanical and mover constraints
  3. 03Collision filtering setup
  4. 04Network ownership and security
  5. 05Physics stepping and sleep tuning
  6. 06Vehicle, door, and platform script examples

Use cases

  1. 01Build vehicles, doors, or suspension mechanisms
  2. 02Migrate BodyMover code to modern constraints
  3. 03Troubleshoot physics latency in multiplayer games
  4. 04Inspect physics performance and sleep states

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/nonlooped/roblox-suite --skill roblox-physics

After installing, type/roblox-physicsin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
collisions-and-filtering.md
mechanical-constraints.md
mover-constraints.md
network-ownership.md
units-and-physical-properties.md
scripts/
DoorHinge.lua
PlatformMover.lua
Suspension.lua
VehicleController.lua

Details

From the project README

roblox-physics

Official sources:

Use mechanical constraints to connect parts and mover constraints to apply forces or velocity targets. For older code, use the BodyMover migration table below.

Core concepts

Assemblies

An assembly is one or more parts connected by rigid welds or movable joints, simulated as a single rigid body.

Key BasePart properties (same for any part in the assembly):

  • AssemblyLinearVelocity / AssemblyAngularVelocity: prefer constraints or ApplyImpulse over direct assignment for realistic motion.
  • AssemblyCenterOfMass: force here produces pure linear acceleration.
  • AssemblyMass: sum of all part masses; infinite if any part is anchored.
  • AssemblyRootPart: automatically chosen root for replication and network ownership.

Root-part priority: anchored > non-massless > higher RootPriority > size/name heuristics.

Anchoring
  • Anchoring one part in an assembly makes it the root; the rest are implicitly anchored.
  • Anchoring multiple parts in the same assembly splits it.
  • To anchor an entire assembly, only anchor the root part.
Collision filtering

Use collision groups (Workspace:RegisterCollisionGroup (inherited from WorldRoot), BasePart.CollisionGroup) or NoCollisionConstraint for part-to-part filtering. CanCollide, CanTouch, and CanQuery control different behaviors; see references/collisions-and-filtering.md.

Mechanical constraints

All mechanical constraints connect one or two Attachments (or Bones), except WeldConstraint and NoCollisionConstraint which use Part0/Part1.

ConstraintUse case
WeldConstraintRigidly lock two parts together, same relative transform
RigidConstraintSame as WeldConstraint but attachment-based, supports bones
HingeConstraintDoors, levers, rotating parts; motor/servo optional
PrismaticConstraintSliding doors, elevators, pistons
CylindricalConstraintSlides + rotates, like hydraulic rams or landing gear
SpringConstraintSprings, shocks, suspension
TorsionSpringConstraintRotational springs
BallSocketConstraintShoulders, ball joints
UniversalConstraintDrive shafts, constant-velocity joints
RopeConstraintCables, winches, maximum length
RodConstraintFixed separation distance
PlaneConstraintConstrain motion to a plane
NoCollisionConstraintDisable collisions between two specific parts

See references/mechanical-constraints.md for creation, orientation, motor/servo tuning, and limits.

Mover constraints

Modern replacements for deprecated BodyMovers:

LegacyModernUse case
BodyPositionAlignPositionMove attachment to a position or another attachment
BodyGyroAlignOrientationAlign orientation; LookAtPosition for tracking
BodyVelocityLinearVelocityMaintain constant velocity along vector/line/plane
BodyAngularVelocityAngularVelocityMaintain constant angular velocity
BodyForce/BodyThrustVectorForceApply constant force
RocketPropulsionLineForce + AlignOrientationFollow + face target
-TorqueApply constant torque
-LineForceForce along line between two attachments
-AnimationConstraintConstraint driven by animation/transform

See references/mover-constraints.md for force modes (Magnitude vs PerAxis), relativity frames, rigidity, and reaction forces.

Network ownership

  • The server owns anchored parts.
  • Unanchored parts near a player character are automatically owned by that client.
  • Set ownership explicitly with BasePart:SetNetworkOwner(player) (server only). Reset with SetNetworkOwnershipAuto().
  • Assign vehicle/driver ownership carefully: the first seated player may own the whole assembly otherwise.

Security: clients can exploit owned parts (teleport, fake collisions). Validate gameplay-critical events server-side. See references/network-ownership.md.

Sleep system

Assemblies stop simulating when still to save performance. They wake on collisions, property changes, impulses, or gravity/wind changes.

  • If a slow mechanism falls asleep, increase motion or use actuated joints (motor/servo constraints) which get stricter sleep thresholds.
  • Visualize sleep states with Awake parts in Studio's Visualization Options.

Physics stepping method

Workspace.PhysicsSteppingMethod:

  • Fixed (default, 240 Hz): best general choice; use for racing, destruction, tanks, or when most parts already solve at 240 Hz.
  • Adaptive: assigns assemblies to 60/120/240 Hz islands for up to ~2.5× performance in suitable experiences.

Use the MicroProfiler to check island distribution.

Units quick reference

RobloxMetric
1 stud28 cm
1 RMU21.952 kg
196.2 studs/s²default "Classic" gravity
35 studs/s²"Realistic" gravity (≈ 9.8 m/s²)

See references/units-and-physical-properties.md.

Common mistakes

  • Using deprecated BodyMovers instead of modern constraints.
  • Setting CFrame every frame instead of using forces/constraints.
  • Anchoring every part in an assembly (splits it and hurts performance).
  • Ignoring network ownership on vehicles and then wondering why input lags.
  • Trusting Touched events from client-owned parts for damage/authority.
  • Letting actuated joints fall asleep prematurely.

Scripts

  • scripts/VehicleController.lua: chassis setup with HingeConstraint steering and motor drive, with client ownership and server validation.
  • scripts/DoorHinge.lua: motorized/servo door with limits and state machine.
  • scripts/PlatformMover.lua: AlignPosition + AlignOrientation platform with configurable waypoints.
  • scripts/Suspension.lua: spring-damper suspension using SpringConstraint.

How to proceed

  1. Decide if the object is a rigid mechanism (mechanical constraint) or force-driven (mover constraint).
  2. Plan assemblies, root parts, and anchoring strategy.
  3. Set network ownership for multiplayer responsiveness.
  4. Tune forces/velocities using units and physical properties.
  5. Profile with MicroProfiler and watch sleep/ownership visualizations.

Reference index

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