gamedev-skills/awesome-gamedev-agent-skills

roblox-characters

Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters.

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npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters

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원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

Roblox characters

Treat a Player as the durable identity and each Character as a replaceable session with its own references, connections, animation tracks, and cleanup. Targets Roblox's rolling platform APIs.

When to use

  • Use for player-character lifecycle, Humanoid state/movement, rigs, animations, tools,

accessories, custom characters, death, or respawn defects.

  • Use whenever code stores a Character/Humanoid/root reference longer than one spawn.

When not to use: general physics queries and constraints belong to roblox-physics; remote trust belongs to roblox-networking; camera logic belongs to camera-systems.

Workflow

  1. Inspect the character contract. Check avatar settings, StarterCharacter,

StarterCharacterScripts, CharacterAutoLoads, R6/R15 support, existing Animate/controller scripts, tools, tags, collision groups, and server/client ownership.

  1. Separate scopes. Player-scope state survives respawn; character-scope state does not. Put

character connections/tracks/resources in one cleanup scope and destroy it on removal.

  1. Bind existing and future characters. Connect CharacterAdded, then bind player.Character

if present. Do not assume event subscription alone sees a character that already spawned.

  1. Resolve required components defensively. Wait with a timeout where replication warrants it;

validate Humanoid, root, Animator, and rig assumptions. Abort if that character is no longer current before applying delayed work.

  1. Choose movement ownership. Use Humanoid movement for standard avatars; use

AssemblyLinearVelocity, BasePart:ApplyImpulse(), or a LinearVelocity/AlignPosition constraint only for mechanics that need physical control. Keep gameplay authority and network ownership implications explicit.

  1. Own animation lifecycle. Load via the rig's Animator; store tracks/connections; use named

markers for gameplay timing only with server validation; stop/disconnect on character cleanup.

  1. Verify lifecycle stress. Spawn, die, reset, rapid-respawn, swap rig if supported, equip/drop

tools, leave during setup, and run with at least two players when character interactions matter.

Pattern: replaceable character scope

lua
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local generation = 0
local connections: {RBXScriptConnection} = {}
local currentCharacter: Model? = nil

local function clearCharacter()
    generation += 1
    for _, connection in connections do connection:Disconnect() end
    table.clear(connections)
    currentCharacter = nil
end

local function bindCharacter(character: Model)
    -- Guard BEFORE teardown. A stale invocation (see the CharacterAdded/defer race below) must not
    -- clear a binding that is already current, or nothing ends up bound at all.
    if player.Character ~= character then return end
    clearCharacter()
    currentCharacter = character
    local thisGeneration = generation
    local humanoid = character:WaitForChild("Humanoid", 10)
    local root = character:WaitForChild("HumanoidRootPart", 10)
    -- Re-check after the yields: a respawn during WaitForChild bumps generation and makes this call stale.
    if not humanoid or not root or generation ~= thisGeneration then return end

    table.insert(connections, humanoid.Died:Connect(function()
        if generation ~= thisGeneration then return end
        setCharacterUiEnabled(false)
    end))
    attachCurrentCharacterSystems(character, humanoid, root)
end

player.CharacterRemoving:Connect(function(character)
    if currentCharacter == character then clearCharacter() end
end)
player.CharacterAdded:Connect(bindCharacter)
if player.Character then task.defer(bindCharacter, player.Character) end

Use the project's cleanup utility when one exists; do not introduce a new framework for three connections. Server systems repeat this binding per Player and clear player-scope tables on PlayerRemoving.

Pattern: animation through Animator and markers

lua
local animation = Instance.new("Animation")
animation.AnimationId = "rbxassetid://1234567890"
local track = animator:LoadAnimation(animation)
local markerConnection = track:GetMarkerReachedSignal("Commit"):Connect(function(parameter)
    playLocalSwingEffect(parameter) -- presentation; server still validates any hit
end)

track:Play(0.1)
-- On character teardown:
markerConnection:Disconnect()
track:Stop(0.1)
animation:Destroy()

For rigs without a Humanoid, use an AnimationController with an Animator. Do not use the deprecated convenience path as a substitute for owning the actual Animator and track lifecycle.

Movement and rig rules

  • Do not hardcode R15 limb names if R6 is supported. Prefer attachments, tags, or a rig-type

adapter; branch on Humanoid.RigType only where topology materially differs.

  • HumanoidRootPart is the usual character assembly root, not a universal guarantee for every

custom model. Define the custom rig contract and validate it at spawn.

  • Prefer Humanoid:Move()/standard controls for ordinary avatar locomotion. Directly changing

AssemblyLinearVelocity is an instantaneous physical action; use forces/constraints or impulses when continuous or instantaneous physics is the real intent.

  • To rebind movement/jump or add actions like sprint, prefer the Input Action System

(InputContext/InputAction/InputBinding, defined at edit time and cross-device) over hooking UserInputService directly. Default player and character control scripts run on this system when Workspace.PlayerScriptsUseInputActionSystem is enabled, exposing default PlayerScripts contexts; give your own InputContext a higher Priority (and Sink) to take precedence over the default bindings. See the roblox-ui input and navigation reference for the UI-focus side of this.

  • Check whether the place opted into the Character Controller Library (beta; Avatar Settings ⟩

Movement ⟩ Abilities) or a ControllerManager setup. Those replace HumanoidStateType-driven logic with abilities/controllers, so extend that system instead of layering Humanoid state changes on top of it.

  • Never grant damage or movement authority because a client owns its character physics. Validate

cross-player consequences on the server.

  • Tools move between Backpack and Character during equip; listen to lifecycle/state rather than

assuming one fixed parent. Modify accessories/appearance through current character APIs and preserve an up-to-date applied HumanoidDescription when editing avatar appearance.

Common failures

SymptomLikely causeRemedy
works once, breaks after resetcached character/Humanoid/rootrebuild per CharacterAdded; clear on removal
callbacks fire twice after deathsold character connections survivedcharacter-scoped cleanup and generation/current checks
delayed load edits wrong rigasync work outlived spawncompare current Character/generation after every yield
animation visible only locally or not at allwrong Animator/context/asset ownershipinspect rig Animator, execution side, permissions, and replication
hit marker awards impossible hitanimation marker trusted as authorityuse marker for timing/presentation; server validates combat state
R6/custom rig errorsR15 names assumeddefine rig contract; attachments/adapter; test each supported rig
tool disappears from systemfixed Backpack/Character parent assumedhandle equip/unequip ancestry and character replacement
custom force fights Humanoidtwo controllers own motionchoose one movement authority per state and restore cleanly

Resources

  • Read references/lifecycle-and-animation.md for server binding, death vs removal, rig and

animation verification, custom characters, and the lifecycle stress matrix.

Related skills

  • roblox-physics — forces, constraints, assemblies, collision, and network ownership.
  • roblox-networking — server validation of character actions and stale requests.
  • input-systems — action mapping and responsive movement intent.
  • camera-systems — camera behavior following replaceable characters.

Primary references

  • https://create.roblox.com/docs/characters
  • https://create.roblox.com/docs/animation/using
  • https://create.roblox.com/docs/characters/appearance
  • https://create.roblox.com/docs/characters/character-controller-library
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