使い方
- インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
- 必要なツール、認証情報、対応環境を原文で確認します。
- 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-physics開始前の確認
- 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
- スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。
Roblox physics and spatial queries
Spatial queries (use these, not Touched, for gameplay decisions)
--!strict
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {} -- e.g. { character } of the shooter
params.IgnoreWater = true
local function castRay(origin: Vector3, direction: Vector3): RaycastResult?
-- direction's length is the max distance
return workspace:Raycast(origin, direction, params)
end
local result = castRay(Vector3.new(0, 50, 0), Vector3.new(0, -100, 0))
if result then
print(result.Instance, result.Position, result.Normal, result.Material, result.Distance)
end
-- Swept volumes: thick bullets, melee arcs, ground checks with width.
local sphereHit = workspace:Spherecast(Vector3.new(0, 10, 0), 2, Vector3.new(0, 0, 50), params)
local boxHit = workspace:Blockcast(CFrame.new(0, 10, 0), Vector3.new(4, 4, 4), Vector3.new(0, 0, 50), params)
-- Volume overlap: explosions, hitboxes, zone checks.
local overlap = OverlapParams.new()
overlap.FilterType = Enum.RaycastFilterType.Exclude
overlap.MaxParts = 50
local partsInBox = workspace:GetPartBoundsInBox(CFrame.new(0, 5, 0), Vector3.new(10, 10, 10), overlap)
local partsInSphere = workspace:GetPartBoundsInRadius(Vector3.zero, 15, overlap)
print(sphereHit, boxHit, #partsInBox, #partsInSphere)- Reuse params objects; update
FilterDescendantsInstances(orparams:AddToFilter(instance)) instead
of allocating per call.
- Newer filters:
params.ExcludeInstances/IncludeInstances(can be combined; exclude wins) supersede
FilterType + FilterDescendantsInstances for new code.
RespectCanCollide = trueto ignore non-collidable parts;CollisionGroup = "Name"to query as a group.- Shapecasts (October 2026):
params.Margininflates/rounds the cast shape (aRaycastwith a margin acts
as a spherecast — use a thin one where rays slip through seams); params.SizeGradient grows/shrinks it along the cast (0.5 ends 50% larger, -1 shrinks to nothing) for cones and funnels; workspace:Shapecast(part, direction, params, cframeOverride?, sizeOverride?) casts a part from any pose/size without moving it (placement previews). Debug: Studio Visualization Modes → Physics → Shapecasts.
GetPartsInPart(part, params)does exact geometry overlap (costlier);GetPartBoundsIn*use bounding boxes.- Deprecated:
FindPartOnRay*,Ray.new,FindPartsInRegion3*→ use the APIs above. - Client queries only see streamed-in parts; authoritative checks run on the server.
Touched: know its limits
Touched fires from the physics engine, only for parts that physically contact, is fired by whoever simulates the part (clients can spoof or suppress it for parts they own), and can fire many times per contact. Use it for triggers (pads, pickups) with a debounce and server-side validation; use spatial queries for hit detection and zones.
--!strict
local Players = game:GetService("Players")
local pad = Instance.new("Part")
pad.Anchored = true
pad.Parent = workspace
local recently: { [Player]: boolean } = {}
pad.Touched:Connect(function(hit)
local character = hit:FindFirstAncestorOfClass("Model")
local player = character and Players:GetPlayerFromCharacter(character)
if not player or recently[player] then
return
end
recently[player] = true
print(`{player.Name} stepped on the pad`)
task.delay(1, function()
recently[player] = nil
end)
end)Collision summaries (impact data)
For how parts hit (impact FX, impact audio, damage by impact speed), use BasePart:BindToCollisionSummaries(callback) instead of Touched. Once per frame after the physics step, the callback gets every contact of that part: Part0 (the bound part), Part1, Point, Normal (points away from Part0), RelativeVelocity (before the solver resolves the hit), Area, and Time.
- Fires only where the part is simulated (its network owner); nothing replicates. Send what others need
through your own remote, validated on the server.
- No summaries for
CanCollide = falseparts or between two sleeping parts; non-convex parts can produce
several summaries per pair. Cost scales with bound parts, not total collisions.
--!strict
local function bindImpacts(part: BasePart, onImpact: (point: Vector3, speed: number) -> ()): RBXScriptConnection
return part:BindToCollisionSummaries(function(summaries: { any })
for _, summary in summaries do
local speed = math.abs(summary.RelativeVelocity:Dot(summary.Normal)) -- head-on impact speed
if speed > 10 then
onImpact(summary.Point, speed)
end
end
end)
end
return bindImpactsCollision groups
--!strict
-- Collision group APIs now live on WorldRoot (workspace); the PhysicsService versions are superseded.
workspace:RegisterCollisionGroup("Players")
workspace:RegisterCollisionGroup("Ghosts")
workspace:CollisionGroupSetCollidable("Players", "Ghosts", false)
local ghost = Instance.new("Part")
ghost.CollisionGroup = "Ghosts" -- assign by name (CollisionGroupId/SetPartCollisionGroup are deprecated)
ghost.Parent = workspaceRegister groups once at server start (max 32, see workspace:GetMaxCollisionGroups()). CanCollide = false removes all collisions; CanQuery = false hides a part from raycasts; CanTouch = false disables Touched (saves CPU); NoCollisionConstraint disables collision between two specific parts.
MeshPart collision shape: CollisionFidelity Box/Hull (cheap), Default, PreciseConvexDecomposition (costly), or Tunable with a CollisionPrecision slider (set in Studio; scripts can't write it) to trade precision for performance per mesh.
Assemblies and joints
- An assembly = parts rigidly connected (welds,
WeldConstraint,Motor6D, rigid constraints). It
simulates as one body; the root part (part.AssemblyRootPart) determines network ownership.
- Anchor static geometry. Unanchored + welded to an anchored part = anchored assembly.
- Weld at edit time with
WeldConstraint(keeps current offset); in code setPart0/Part1and parent. - Move whole models with
model:PivotTo(cframe). Moving many parts at once:workspace:BulkMoveTo. - Read/set physics via
AssemblyLinearVelocity/AssemblyAngularVelocity,part:ApplyImpulse(),
ApplyAngularImpulse(), AssemblyMass. Velocity/RotVelocity are deprecated.
CustomPhysicalProperties = PhysicalProperties.new(density, friction, elasticity, frictionWeight, elasticityWeight).- Units: 1 stud ≈ 0.28 m,
workspace.Gravitydefault 196.2 studs/s².
Mover constraints (replace BodyMovers)
| Goal | Constraint | Replaces |
|---|---|---|
| Hold/drive a velocity | LinearVelocity (VelocityConstraintMode Vector/Plane/Line) | BodyVelocity |
| Move toward a position | AlignPosition (Mode = OneAttachment + Position, Responsiveness, MaxForce) | BodyPosition |
| Rotate toward an orientation | AlignOrientation (CFrame/LookAtPosition) | BodyGyro |
| Constant force | VectorForce (RelativeTo = World) | BodyForce, BodyThrust |
| Spin | AngularVelocity | BodyAngularVelocity |
| Pull toward point | LineForce | RocketPropulsion |
| Torque | Torque | — |
All need an Attachment (Attachment0). Set MaxForce/MaxTorque realistically (not math.huge unless intended) or objects fling. Mechanical constraints: HingeConstraint (Motor/Servo actuators for wheels, doors), PrismaticConstraint (sliders, elevators), SpringConstraint (suspension), RopeConstraint, RodConstraint, BallSocketConstraint, CylindricalConstraint (wheel + steering), UniversalConstraint, RigidConstraint.
Vehicle and projectile recipes, CFrame cookbook: references/recipes.md.
Network ownership
- The server auto-assigns ownership of unanchored assemblies to a nearby client (smooth for that client,
exploitable by it). Characters are owned by their player.
part:SetNetworkOwner(nil)= server simulates (secure, laggier for players);SetNetworkOwner(player)
for a vehicle driver; SetNetworkOwnershipAuto() to restore. Call on the root part, server-side, after the assembly is in Workspace. Anchored parts have no owner.
- Ownership changes cause hitches; don't flip it every frame. Visualize with the viewport's
Visualization options → Network owners toggle.
Server authority (competitive games)
Workspace AuthorityMode = Server makes the server simulate everything while clients predict a few frames ahead and roll back/resimulate on mispredictions. Requirements: NextGenerationReplication, PlayerScriptsUseInputActionSystem, SignalBehavior = Deferred, UseFixedSimulation, StreamingEnabled (setting AuthorityMode sets these). Core rules:
- Game logic lives in functions bound with
RunService:BindToSimulation(fn)inside a ModuleScript required
by both server and client.
- Clients affect the game only through Input Actions (InputContexts parented under the
Player),
not UserInputService events.
- Sync custom state through attributes on predicted instances, written only inside simulation callbacks.
- Don't cache
AnimationTracks; queryAnimator:GetTrackByAnimationId()each step. - Read a player's camera on the server with
player:GetCameraState()(CFrame,FieldOfView,
ViewportSize); the old camera InputAction replication no longer syncs.
Fully released (opt-in) since July 2026. Details and patterns: references/server-authority.md.
Stability tips
- Jitter: conflicting ownership, constraints fighting, huge mass ratios (> 1:100), or setting CFrame on
unanchored parts every frame (use constraints instead).
- Flinging:
MaxForce = math.hugeon light parts, overlapping collisions at spawn, NaN/huge velocities. - Sleeping assemblies stop simulating until disturbed — wake with a small impulse if needed.
- Adaptive timestepping (
Workspace.PhysicsSteppingMethod = Adaptive) saves CPU; use fixed for precise mechanisms.
Related skills
roblox-security (ownership exploits), roblox-characters-animation, roblox-networking, roblox-performance, roblox-input.

