Roblox Physics

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

作者 TabooHarmony38826be57ee37bcf023e9c2b85681bea3909281c无许可证收录于 2026年10月9日更新于 2026年10月9日

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

AI 生成的概览

关于使用约束、力、载具、布娃娃和网络所有权构建 Roblox 物理玩法的参考。

功能
提供 Roblox 物理驱动玩法的快速参考,涵盖机械、运动和弹簧/绳索类约束、Attachment 模式以及执行器设置。它给出载具、将 Motor6D 转换为 BallSocketConstraint 的布娃娃方案、网络所有权与服务器权威选择,以及常见陷阱的指导。references/full.md 中提供包含代码示例、API 表格和边界情况的完整参考。
适用场景
适用于构建 Roblox 载具、布娃娃、抛射物、电梯、摆动平台、机械装置或其他由约束和力驱动的玩法。也适用于在服务器所有与客户端所有的物理模拟之间做选择时。
运行要求
无脚本,仅为说明文档。需要 Roblox 开发环境,并需访问随附的 references/full.md 以获取完整参考。

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.

来源与署名

来源:TabooHarmony/roblox-brain位于skills/gameplay/roblox-physics提交38826be

许可证: 无许可证

内容归原作者所有。SourceWeft 从公开仓库中收录这些内容。

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