Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools…

Apache-2.0Auto-check passedGame Development

Install Roblox Characters

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-characters --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/other-engines/roblox-characters .claude/skills/roblox-characters && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
roblox-characters
GitHub stars
1.4k
Token cost
~2.2k tokens
SKILL.md length
732 words
Files
3 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools…

  • Works in 7 steps: Inspect the character contract. Check… → Separate scopes. Player-scope state… → Bind existing and future characters.… → …
  • Character scripts break after respawn
  • SKILL.md covers When to use, Workflow, Pattern: replaceable character… and Pattern: animation through…, plus 5 more sections
  • Reaches create.roblox.com

What it does

Roblox Characters is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs.

Its SKILL.md is about 2.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `agents/openai.yaml` and `references/lifecycle-and-animation.md`).

It sits in Game Development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Character scripts break after respawn
  • Cache stale Humanoids
  • Control movement
  • Load AnimationTracks

Example prompts

  • “/roblox-characters”

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Inspect the character contract. Check avatar settings, StarterCharacter,
  2. Separate scopes. Player-scope state survives respawn; character-scope state does not. Put
  3. Bind existing and future characters. Connect CharacterAdded, then bind player.Character
  4. Resolve required components defensively. Wait with a timeout where replication warrants it;
  5. Choose movement ownership. Use Humanoid movement for standard avatars; use
  6. Own animation lifecycle. Load via the rig's Animator; store tracks/connections; use named
  7. Verify lifecycle stress. Spawn, die, reset, rapid-respawn, swap rig if supported, equip/drop

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are lua).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • create.roblox.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Roblox Characters loads about 2.2k tokens when it runs, and up to ~2.8k if it reads all its reference files. Until then it costs about 114 tokens; SKILL.md has 732 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~114
When it runs · the whole SKILL.md, loaded when a task matches
~2.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 732 words, ~2,158 tokens.

Download SKILL.mdSave it as .claude/skills/roblox-characters/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
roblox-characters
description
Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs.

Roblox characters

Treat a Player as the durable identity and each Character as a replaceable session with its own references, connections, animation tracks, and cleanup. Targets Roblox's rolling platform APIs.

When to use

  • Use for player-character lifecycle, Humanoid state/movement, rigs, animations, tools, accessories, custom characters, death, or respawn defects.
  • Use whenever code stores a Character/Humanoid/root reference longer than one spawn.

When not to use: general physics queries and constraints belong to roblox-physics; remote trust belongs to roblox-networking; camera logic belongs to camera-systems.

Workflow

  1. Inspect the character contract. Check avatar settings, StarterCharacter, StarterCharacterScripts, CharacterAutoLoads, R6/R15 support, existing Animate/controller scripts, tools, tags, collision groups, and server/client ownership.
  2. Separate scopes. Player-scope state survives respawn; character-scope state does not. Put character connections/tracks/resources in one cleanup scope and destroy it on removal.
  3. Bind existing and future characters. Connect CharacterAdded, then bind player.Character if present. Do not assume event subscription alone sees a character that already spawned.
  4. Resolve required components defensively. Wait with a timeout where replication warrants it; validate Humanoid, root, Animator, and rig assumptions. Abort if that character is no longer current before applying delayed work.
  5. Choose movement ownership. Use Humanoid movement for standard avatars; use AssemblyLinearVelocity, BasePart:ApplyImpulse(), or a LinearVelocity/AlignPosition constraint only for mechanics that need physical control. Keep gameplay authority and network ownership implications explicit.
  6. Own animation lifecycle. Load via the rig's Animator; store tracks/connections; use named markers for gameplay timing only with server validation; stop/disconnect on character cleanup.
  7. Verify lifecycle stress. Spawn, die, reset, rapid-respawn, swap rig if supported, equip/drop tools, leave during setup, and run with at least two players when character interactions matter.

Pattern: replaceable character scope

lua
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local generation = 0
local connections: {RBXScriptConnection} = {}
local currentCharacter: Model? = nil

local function clearCharacter()
    generation += 1
    for _, connection in connections do connection:Disconnect() end
    table.clear(connections)
    currentCharacter = nil
end

local function bindCharacter(character: Model)
    -- Guard BEFORE teardown. A stale invocation (see the CharacterAdded/defer race below) must not
    -- clear a binding that is already current, or nothing ends up bound at all.
    if player.Character ~= character then return end
    clearCharacter()
    currentCharacter = character
    local thisGeneration = generation
    local humanoid = character:WaitForChild("Humanoid", 10)
    local root = character:WaitForChild("HumanoidRootPart", 10)
    -- Re-check after the yields: a respawn during WaitForChild bumps generation and makes this call stale.
    if not humanoid or not root or generation ~= thisGeneration then return end

    table.insert(connections, humanoid.Died:Connect(function()
        if generation ~= thisGeneration then return end
        setCharacterUiEnabled(false)
    end))
    attachCurrentCharacterSystems(character, humanoid, root)
end

player.CharacterRemoving:Connect(function(character)
    if currentCharacter == character then clearCharacter() end
end)
player.CharacterAdded:Connect(bindCharacter)
if player.Character then task.defer(bindCharacter, player.Character) end

Use the project's cleanup utility when one exists; do not introduce a new framework for three connections. Server systems repeat this binding per Player and clear player-scope tables on PlayerRemoving.

Pattern: animation through Animator and markers

lua
local animation = Instance.new("Animation")
animation.AnimationId = "rbxassetid://1234567890"
local track = animator:LoadAnimation(animation)
local markerConnection = track:GetMarkerReachedSignal("Commit"):Connect(function(parameter)
    playLocalSwingEffect(parameter) -- presentation; server still validates any hit
end)

track:Play(0.1)
-- On character teardown:
markerConnection:Disconnect()
track:Stop(0.1)
animation:Destroy()

For rigs without a Humanoid, use an AnimationController with an Animator. Do not use the deprecated convenience path as a substitute for owning the actual Animator and track lifecycle.

Show full SKILL.md (392 more words)Show less

Movement and rig rules

  • Do not hardcode R15 limb names if R6 is supported. Prefer attachments, tags, or a rig-type adapter; branch on Humanoid.RigType only where topology materially differs.
  • HumanoidRootPart is the usual character assembly root, not a universal guarantee for every custom model. Define the custom rig contract and validate it at spawn.
  • Prefer Humanoid:Move()/standard controls for ordinary avatar locomotion. Directly changing AssemblyLinearVelocity is an instantaneous physical action; use forces/constraints or impulses when continuous or instantaneous physics is the real intent.
  • To rebind movement/jump or add actions like sprint, prefer the Input Action System (InputContext/InputAction/InputBinding, defined at edit time and cross-device) over hooking UserInputService directly. Default player and character control scripts run on this system when Workspace.PlayerScriptsUseInputActionSystem is enabled, exposing default PlayerScripts contexts; give your own InputContext a higher Priority (and Sink) to take precedence over the default bindings. See the roblox-ui input and navigation reference for the UI-focus side of this.
  • Never grant damage or movement authority because a client owns its character physics. Validate cross-player consequences on the server.
  • Tools move between Backpack and Character during equip; listen to lifecycle/state rather than assuming one fixed parent. Modify accessories/appearance through current character APIs and preserve an up-to-date applied HumanoidDescription when editing avatar appearance.

Common failures

SymptomLikely causeRemedy
works once, breaks after resetcached character/Humanoid/rootrebuild per CharacterAdded; clear on removal
callbacks fire twice after deathsold character connections survivedcharacter-scoped cleanup and generation/current checks
delayed load edits wrong rigasync work outlived spawncompare current Character/generation after every yield
animation visible only locally or not at allwrong Animator/context/asset ownershipinspect rig Animator, execution side, permissions, and replication
hit marker awards impossible hitanimation marker trusted as authorityuse marker for timing/presentation; server validates combat state
R6/custom rig errorsR15 names assumeddefine rig contract; attachments/adapter; test each supported rig
tool disappears from systemfixed Backpack/Character parent assumedhandle equip/unequip ancestry and character replacement
custom force fights Humanoidtwo controllers own motionchoose one movement authority per state and restore cleanly

Resources

  • Read references/lifecycle-and-animation.md for server binding, death vs removal, rig and animation verification, custom characters, and the lifecycle stress matrix.
  • roblox-physics — forces, constraints, assemblies, collision, and network ownership.
  • roblox-networking — server validation of character actions and stale requests.
  • input-systems — action mapping and responsive movement intent.
  • camera-systems — camera behavior following replaceable characters.

Primary references

  • https://create.roblox.com/docs/characters
  • https://create.roblox.com/docs/animation/using
  • https://create.roblox.com/docs/characters/appearance

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in skills/other-engines/roblox-characters of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • agents/openai.yaml
  • references/lifecycle-and-animation.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Roblox Characters next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Roblox Characters compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Roblox Characters this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~2.2kAutomated safety check: PassApache-2.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Roblox Characters

What does Roblox Characters do?

Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools…. Roblox Characters is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters.

When should I use Roblox Characters?

Roblox Characters fits situations like: character scripts break after respawn; cache stale Humanoids; control movement; load AnimationTracks.

How do I install Roblox Characters in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a claude-code`. Or copy the skill folder (skills/other-engines/roblox-characters in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/roblox-characters in your project. Claude Code loads it when a task matches its description.

How do I install Roblox Characters in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a codex`. Or copy the skill folder (skills/other-engines/roblox-characters in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/roblox-characters in your project. Codex loads it when a task matches its description.

Can I use Roblox Characters in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/roblox-characters, .gemini/skills/roblox-characters, .github/skills/roblox-characters and .opencode/skills/roblox-characters in your project.

What does Roblox Characters need to run?

SKILL.md names no scripts, command-line tools or credentials: Roblox Characters is instructions for the agent only.

Does Roblox Characters access the network?

SKILL.md names 1 domain. In commands or code: create.roblox.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.

Is Roblox Characters safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Roblox Characters use?

Roblox Characters is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Roblox Characters use?

About 2.2k tokens (SKILL.md is roughly 8.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 656 tokens, read only when the agent opens those files.

What are the alternatives to Roblox Characters?

Skills that share tags, products or a category with Roblox Characters: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Roblox Characters?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.