Roblox Physics

TabooHarmony/roblox-brain/skills/gameplay/roblox-physics

by TabooHarmony38826be57ee37bcf023e9c2b85681bea3909281cNo licenseListed Oct 9, 2026Updated Oct 9, 2026

Use when building Roblox vehicles, ragdolls, projectiles, elevators, constraints, forces, or other physics-driven gameplay.

Instructions onlySoftware Development
AI-generated overview

Reference for building Roblox physics gameplay with constraints, forces, vehicles, ragdolls and network ownership.

What it does
Provides a quick reference for Roblox physics-driven gameplay, covering mechanical, motion and spring/rope constraint types, the Attachment pattern, and actuator settings. It gives guidance for vehicles, ragdoll conversion from Motor6Ds to BallSocketConstraints, network ownership and server authority choices, plus common pitfalls. A fuller reference with code examples, API tables and edge cases is available in references/full.md.
When to use it
Use when building Roblox vehicles, ragdolls, projectiles, elevators, swinging platforms, mechanical contraptions, or other gameplay driven by constraints and forces. Also useful when deciding between server-owned and client-owned physics simulation.
Requirements
No scripts; instructions only. Requires a Roblox development environment and access to the bundled references/full.md for the complete reference.

Roblox Physics

When to Load

Use this skill when building physics-driven gameplay: vehicles, ragdolls, projectiles, mechanical contraptions, elevators, swinging platforms, or anything using constraints and forces.

Quick Reference

Constraint Types

Mechanical: HingeConstraint, PrismaticConstraint, CylindricalConstraint, BallSocketConstraint, UniversalConstraint, WeldConstraint/RigidConstraint Motion: AlignPosition, AlignOrientation, LinearVelocity, AngularVelocity, VectorForce, Torque Spring/Rope: SpringConstraint, RopeConstraint, RodConstraint

Attachment Pattern

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

Vehicles: use motorized HingeConstraint wheels, SpringConstraint suspension, servo steering, and CustomPhysicalProperties for friction tuning.

Ragdoll

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. On recovery, destroy only the instances ragdoll created and restore only the motors it disabled (track both at enable time).

Authority and Network Ownership

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.

Common Gotchas

  • Constraints do nothing on Anchored parts
  • Both Attachment0 AND Attachment1 required (missing one = silent fail)
  • Over-constraining = jitter. Tune mass with CustomPhysicalProperties
  • Use Raycast for hitscan, Touched only for slow physics projectiles
  • Always set lifetime on physics projectiles (forgotten ones kill perf) Need more detail? Load references/full.md for the complete reference with code examples, API tables, and edge cases.

Source and attribution

Source:TabooHarmony/roblox-braininskills/gameplay/roblox-physicsat commit38826be

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

Report or request removal