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roblox-physics · tabooharmony — Claude Code skill: what it does, how to install

Guides Roblox physics setups for vehicles, ragdolls, constraints, network ownership, and projectiles while troubleshooting simulation glitches.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add TabooHarmony/roblox-brain --skill roblox-physics -a claude-code
Open on GitHub

What roblox-physics does

This skill organizes Roblox physics workflows into verifiable patterns. It covers mechanical components like HingeConstraint and PrismaticConstraint, motion movers like LinearVelocity and AlignPosition, plus ropes and springs. Every constraint relies on paired Attachment instances, where forgetting either Attachment0 or Attachment1 causes silent simulation failure.

Network authority receives explicit rules. In standard projects, unanchored assemblies shift simulation ownership to nearby players automatically. Critical NPC and game objects demand SetNetworkOwner(nil) to enforce server authority, while Workspace.AuthorityMode = Server uses prediction to keep controls snappy without client trust risks.

Physics assemblies break easily under conflicting forces. Anchored parts nullify constraints entirely, and over-constraining causes visible jitter. Tuning assembly mass with CustomPhysicalProperties stabilizes part movement before physics assemblies fall through floors or fling into the void.

What it helps with

  • configure vehicle suspension and servo steering constraints
  • build character ragdoll systems using BallSocketConstraint
  • assign assembly network ownership with SetNetworkOwner
  • eliminate part jitter caused by over-constrained assemblies
  • switch physics projectile collision from Touched to raycasts

Example prompts for the agent

  • Set up a four-wheel vehicle chassis using SpringConstraint and motorized HingeConstraint.
  • Parts jitter when linked with AlignPosition. Check their mass and constraint setup.
  • Create a character ragdoll state on defeat and safely restore joint ownership afterward.

How to install roblox-physics

1Skills CLI (Vercel)

npx skills add TabooHarmony/roblox-brain --skill roblox-physics -a claude-code

2Manually: put the files in place

~/.claude/skills/roblox-physics/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/roblox-physics/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about roblox-physics

How to install roblox-physics in Claude Code?

Run npx skills add TabooHarmony/roblox-brain --skill roblox-physics -a claude-code in your terminal, or place the file directly in ~/.claude/skills/roblox-physics/SKILL.md.

What does roblox-physics do?

It provides architecture patterns for Roblox physics, covering constraint configurations, vehicle chassis tuning, ragdoll recovery, and network ownership management.

Why are my constraints not moving parts?

Constraints do nothing on parts with Anchored set to true. The engine also fails silently if either Attachment0 or Attachment1 is not assigned.

Source text

SKILL.md · MIT
---
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: 2026-10-14
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.

© TabooHarmony · MIT · TabooHarmony/roblox-brain

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