Como usar
- Copie o comando e verifique o pacote antes de instalar no seu ambiente de agente.
- Consulte no original as ferramentas, credenciais e ambientes necessários.
- Descreva os dados de entrada e a entrega esperada; confira a saída com as fontes.
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-physicsAntes de começar
- A instalação não inclui assinatura de modelo, franquia API ou acesso aos seus arquivos.
- Estrelas e instalações indicam atividade, não um teste independente de qualidade ou segurança.
Renderizado do repositório de origem, preservando títulos, exemplos, código, tabelas, links e imagens.
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.


