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roblox-physics

面向 Roblox 物理玩法开发:汇总机械与运动约束类型、Attachment 连接方式、载具与布娃娃实现要点、投射物做法、网络所有权与服务端权威取舍,并列出常见陷阱(锚定部件失效、缺少 Attachment 静默失败、过约束抖动等),正文指向 references/full.md 获取配方与 API 细节。

TabooHarmony
热度 0.00
最近更新 2026-10-18 22:40:35
分类:开发依赖:纯提示词应用场景:代码生成 / 调试排错 / 概念解释

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add tabooharmony/roblox-brain/roblox-physics
Metadata
name
roblox-physics
description
Use when building or fixing Roblox physics: vehicles, ragdolls, projectiles, elevators, constraints, forces, network ownership.
when_to_use
Also when parts fling, jitter, fall through floors or desync, and when tuning projectile or knockback feel.
last_reviewed
"2026-10-14T00:00:00.000Z"
sources
["https://devforum.roblox.com/t/cframe-operations-for-the-rest-of-us/3546477","https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/physics/mechanical-constraints.md","original","https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/reference/engine/classes/Humanoid.yaml","https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/reference/engine/classes/WorldRoot.yaml"]

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, Touched only for slow physics projectiles
  • Always set a lifetime on physics projectiles See references/full.md for recipes, API details, and checks.