Come usare
- Copia il comando e controlla il pacchetto prima di installarlo nel tuo ambiente agente.
- Controlla strumenti, credenziali e ambienti richiesti nel documento originale.
- Descrivi input e risultato desiderato; confronta l’output con le fonti.
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-physicsPrima di iniziare
- L’installazione non include abbonamenti, quote API o accesso ai file.
- Stelle e installazioni indicano attività, non un test indipendente di qualità o sicurezza.
Contenuto dal repository con titoli, esempi, codice, tabelle, link e immagini preservati.
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
Track the joints and instances each ragdoll changes; recover only owned state, and coordinate overlapping effects before restoring movement. BallSocketConstraint recipe: full.md.
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,
Touchedonly for slow physics projectiles - Always set a lifetime on physics projectiles
See references/full.md for recipes, API details, and checks.


