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Roblox physics

Skill nonlooped/roblox-suite/roblox-physics

Stop shipping outdated Luau. Production-grade, opinionated skill set for AI agents and developers. Accurate Roblox guidance + reusable scripts, grounded in official docs.

Install
npx -y skills add nonlooped/roblox-suite --skill roblox-physics

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Roblox rigid-body physics for vehicles, mechanisms, doors, platforms, and dynamic objects. Covers assemblies, root parts, anchoring, WeldConstraint vs RigidConstraint, mechanical constraints (hinge, spring, prismatic, rope), mover constraints (AlignPosition, LinearVelocity, VectorForce), network ownership, collision filtering, the sleep system, adaptive timestepping, and units. Use for anything that moves or connects under physics simulation.

SKILL.md

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roblox-physics

Official sources (always check these for the latest):

This skill covers the modern constraint-based physics system, not deprecated BodyMover objects. It focuses on building correct, stable, multiplayer-safe mechanisms.

When to use this skill

Activate when:

  • Building vehicles, doors, elevators, cranes, swings, suspension, or platforms.
  • Moving objects with forces instead of setting CFrame every frame.
  • Tuning stability for complex mechanisms or multiplayer physics.
  • Choosing between mechanical and mover constraints.
  • Debugging why assemblies sleep, jitter, or behave unexpectedly.

Cross-reference:

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 (PhysicsService:RegisterCollisionGroup, 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 this skill prevents

  • 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.luaAlignPosition + 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.
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Reference index

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