roblox-characters — Claude Code skill: respawn-safe Roblox characters
Keeps Roblox character code working across respawns, so scripts stop holding stale Humanoid and root references.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a claude-codeWhat roblox-characters does
The skill treats Player as the durable identity and every Character as a replaceable session with its own references, connections and animation tracks. Character-scope state gets one cleanup scope and is destroyed on removal; player-scope state survives the respawn.
Two Lua patterns ship with it. The first binds characters through CharacterAdded, checks player.Character before teardown and uses a generation counter so a deferred call cannot wipe a binding that is already current. The second loads animations through the rig's Animator, connects marker signals for gameplay timing and stops the tracks on cleanup. A rules section covers movement and rigs: don't hardcode R15 limb names when R6 is supported, and don't hand out damage authority just because a client owns its character's physics.
Physics queries, remote trust and camera logic live in other skills in the same set, so this one stays on the character lifecycle. The section on tools and accessories cuts off mid-sentence, which is worth knowing before you expect a worked equip example.
What it helps with
- fix character scripts that break after respawn
- drop stale Humanoid and HumanoidRootPart references
- load AnimationTracks through Animator and stop them on cleanup
- handle death and disconnect character connections
- support a custom rig that has no Humanoid
Example prompts for the agent
- My movement script dies after respawn — rewrite it around CharacterAdded with a single cleanup scope
- Load the punch animation through Animator and fire a client effect on its marker
- We support R6 and R15 — remove the hardcoded R15 limb names from the character code
How to install roblox-characters
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a claude-code2Manually: put the files in place
~/.claude/skills/roblox-characters/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/roblox-characters/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a codex2Manually: put the files in place
.agents/skills/roblox-characters/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a cursor2Manually: put the files in place
.cursor/skills/roblox-characters/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-characters2Manually: put the files in place
.github/skills/roblox-characters/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/other-engines/roblox-charactersManually: put the files in place
.devin/skills/roblox-characters/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about roblox-characters
How do I install roblox-characters in Claude?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a claude-code. The skill lands at ~/.claude/skills/roblox-characters/SKILL.md.
What does roblox-characters do?
It covers the Roblox character lifecycle: binding through CharacterAdded and CharacterRemoving, Humanoid state and movement, R6/R15 rigs, animations, death and custom characters. The point is to never keep a character reference longer than one spawn.
Does it cover physics or networking?
No. General physics queries and constraints belong to roblox-physics, remote trust to roblox-networking, and camera logic to camera-systems.
Source text
SKILL.md · Apache-2.0
---
name: roblox-characters
description: >
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. Use when character scripts break after
respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death,
equip Tools, modify avatars, or support custom player rigs.
---
# 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.
2. **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.
3. **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.
4. **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.
5. **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.
6. **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.
7. **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
| Symptom | Likely cause | Remedy |
|---|---|---|
| works once, breaks after reset | cached character/Humanoid/root | rebuild per `CharacterAdded`; clear on removal |
| callbacks fire twice after deaths | old character connections survived | character-scoped cleanup and generation/current checks |
| delayed load edits wrong rig | async work outlived spawn | compare current Character/generation after every yield |
| animation visible only locally or not at all | wrong Animator/context/asset ownership | inspect rig Animator, execution side, permissions, and replication |
| hit marker awards impossible hit | animation marker trusted as authority | use marker for timing/presentation; server validates combat state |
| R6/custom rig errors | R15 names assumed | define rig contract; attachments/adapter; test each supported rig |
| tool disappears from system | fixed Backpack/Character parent assumed | handle equip/unequip ancestry and character replacement |
| custom force fights Humanoid | two controllers own motion | choose 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`
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills