Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces…

Apache-2.0Auto-check passedGame Development

Install Roblox Physics

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

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

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-physics --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-physics .claude/skills/roblox-physics && 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-physics
GitHub stars
1.4k
Token cost
~2k tokens
SKILL.md length
714 words
Files
3 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces…

  • Works in 7 steps: Inspect the mechanism. In Studio,… → Define interaction policy. Write the… → Choose simulation or query. Do not use… → …
  • Roblox collisions
  • SKILL.md covers When to use, Decide the system first, Workflow and Pattern: filtered server raycast, plus 6 more sections
  • Reaches create.roblox.com

What it does

Roblox Physics is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. 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.

Its SKILL.md is about 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/queries-and-ownership.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

  • Roblox collisions
  • Deprecated BodyMovers
  • Unstable motion
  • Client-owned physics exploits

Example prompts

  • “/roblox-physics”

Workflow steps

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

  1. Inspect the mechanism. In Studio, visualize assemblies, anchors, constraints, collision
  2. Define interaction policy. Write the collision-group matrix and separately decide
  3. Choose simulation or query. Do not use .Touched as a universal hit detector. Use a ray for
  4. Apply motion at assembly level. Forces on a part affect its assembly. Use modern
  5. Set ownership deliberately. Server-own gameplay-critical loose assemblies when required;
  6. Bound cost and lifetime. Reuse query parameters, cap query frequency/result count, remove
  7. Verify under load and multiplayer. Test anchored/unanchored transitions, mass extremes,

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 Physics loads about 2k tokens when it runs, and up to ~2.8k if it reads all its reference files. Until then it costs about 115 tokens; SKILL.md has 714 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~115
When it runs · the whole SKILL.md, loaded when a task matches
~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). 714 words, ~2,009 tokens.

Download SKILL.mdSave it as .claude/skills/roblox-physics/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
roblox-physics
description
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.

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

GoalMechanism
sustained physical interactionunanchored assembly + modern constraints/forces
instantaneous physical changeApplyImpulse / ApplyAngularImpulse
kinematic platform/pathcontrolled pivot/transform with an explicit passenger policy
character locomotionHumanoid/custom character controller (roblox-characters)
authoritative hit testserver raycast/overlap with filters and gameplay validation
cosmetic trail/recoillocal 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. Use modern LinearVelocity, AngularVelocity, VectorForce, AlignPosition, and AlignOrientation constraints as appropriate; migrate deprecated BodyMovers when changing that system.
  5. Set ownership deliberately. Server-own gameplay-critical loose assemblies when required; client ownership can improve responsiveness but never authorizes gameplay results.
  6. Bound cost and lifetime. Reuse query parameters, cap query frequency/result count, remove temporary constraints/attachments, and disconnect event listeners.
  7. Verify under load and multiplayer. Test anchored/unanchored transitions, mass extremes, collision matrix, fast motion, multiple clients, ownership changes, streaming, and cleanup.

Pattern: filtered server raycast

lua
local Workspace = game:GetService("Workspace")

local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {shooterCharacter}
params.IgnoreWater = true
params.CollisionGroup = "WeaponQuery"

local direction = aimDirection.Unit * MAX_RANGE
local result = Workspace:Raycast(muzzlePosition, direction, params)
if result then
    local model = result.Instance:FindFirstAncestorOfClass("Model")
    local humanoid = model and model:FindFirstChildOfClass("Humanoid")
    if humanoid and serverCanDamage(shooter, model, result.Position) then
        humanoid:TakeDamage(serverWeaponDamage(shooter))
    end
end

The server must validate the origin/direction against server-known character/weapon state; do not accept an arbitrary client origin and treat the raycast itself as validation.

Pattern: overlap volume with explicit policy

lua
local params = OverlapParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {sourceCharacter}
params.CollisionGroup = "DamageQuery"
params.MaxParts = 64

local seen: {[Model]: boolean} = {}
for _, part in Workspace:GetPartBoundsInBox(hitboxCFrame, hitboxSize, params) do
    local model = part:FindFirstAncestorOfClass("Model")
    if model and not seen[model] then
        seen[model] = true
        validateAndApplyHit(model)
    end
end

Bounds queries use bounding boxes and can include multiple parts from one target; deduplicate and perform exact/gameplay checks as needed. For exact geometry use WorldRoot:GetPartsInPart(part, overlapParams) only when its additional cost is justified. Note OverlapParams.RespectCanCollide decides whether a query honours CanCollide or CanQuery — set it deliberately, or it silently overrides the flag policy below. OverlapParams.Tolerance controls contact slop.

Show full SKILL.md (305 more words)Show less

Assemblies, force, and ownership

  • Welded parts form one rigid assembly; force, impulse, velocity, mass, and ownership operate on that assembly. Anchoring a part changes simulation/ownership and can make an assembly effectively infinite mass.
  • Apply an impulse for a one-time change; use a force or velocity constraint for sustained control. Setting AssemblyLinearVelocity is an immediate state change, not a continuous force model.
  • Prefer attachments plus modern constraints over BodyPosition, BodyVelocity, BodyGyro, and other deprecated BodyMovers when authoring or revising a mechanism.
  • Automatic ownership may move nearby unanchored assemblies to clients. Use SetNetworkOwner(nil) conservatively for critical objects, then measure responsiveness/server cost. Visualize network owners in Studio.
  • A client owner can manipulate physical results and .Touched observations. The server validates consequential hits, positions, timing, and permissions independently.

Common failures

SymptomLikely causeRemedy
welded mechanism will not moveone part anchoredinspect full assembly; anchor only intentional world roots
force behaves too strongly/weaklyassembly mass ignoredinspect AssemblyMass; tune force/impulse by intended acceleration
hit misses fast projectilediscrete touch sampling/tunnelingswept query — WorldRoot:Blockcast(), Spherecast(), or Shapecast() — plus physics-tuning; do not rely only on .Touched
ray hits shooter/effectsfilters/collision group absentreuse explicit params and query group
same target damaged many timesoverlap returned multiple body partsdeduplicate by target model and enforce attack ID/cooldown
exploit fires impossible touchclient owns relevant physicsserver query/context validation; deliberate ownership
invisible trigger blocks or cannot querythree flags conflatedset CanCollide, CanTouch, CanQuery independently
mechanism leaks attachmentstemporary constraint lifecycle missingown and destroy constraints, attachments, and connections together

Resources

  • Read references/queries-and-ownership.md for collision/query matrices, assembly debugging, ownership security, migration choices, and the physics verification matrix.
  • physics-tuning — timestep, jitter, tunneling, mass ratios, and stability methodology.
  • roblox-characters — Humanoid/custom movement and respawn lifecycle.
  • roblox-networking — authoritative validation of client-requested physical actions.
  • roblox-studio-workflow — visualization, Output, and multi-client verification.

Primary references

  • https://create.roblox.com/docs/physics/assemblies
  • https://create.roblox.com/docs/physics/network-ownership
  • https://create.roblox.com/docs/workspace/raycasting

© 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-physics of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • agents/openai.yaml
  • references/queries-and-ownership.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Roblox Physics 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 Physics compared with similar skills
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Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Roblox Physics

What does Roblox Physics do?

Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces…. Roblox Physics is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. 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.

When should I use Roblox Physics?

Roblox Physics fits situations like: roblox collisions; deprecated BodyMovers; unstable motion; client-owned physics exploits.

How do I install Roblox Physics in Claude Code?

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

How do I install Roblox Physics in Codex?

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

Can I use Roblox Physics 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-physics -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-physics, .gemini/skills/roblox-physics, .github/skills/roblox-physics and .opencode/skills/roblox-physics in your project.

What does Roblox Physics need to run?

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

Does Roblox Physics 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 Physics 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 Physics use?

Roblox Physics 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 Physics use?

About 2k tokens (SKILL.md is roughly 8k 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 769 tokens, read only when the agent opens those files.

What are the alternatives to Roblox Physics?

Skills that share tags, products or a category with Roblox Physics: 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 Physics?

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.