roblox-characters — скилл для Claude Code: персонажи Roblox без багов
Помогает строить системы персонажей в Roblox так, чтобы скрипты не ломались после респавна и не держали устаревшие ссылки на Humanoid.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a claude-codeЧто делает roblox-characters
Скилл описывает жизненный цикл персонажа: Player остаётся постоянной сущностью, а каждый Character — временная сессия со своими ссылками, соединениями и анимационными треками. Отсюда главное правило: всё, что привязано к персонажу, живёт в одном scope и уничтожается при его удалении, а состояние уровня игрока переживает респавн.
Внутри — рабочий процесс из семи шагов и два готовых шаблона на Lua. Один показывает привязку через CharacterAdded с проверкой player.Character и счётчиком поколений, чтобы отложенный вызов не снёс актуальную привязку. Второй — загрузка анимаций через Animator с маркерами и корректной остановкой треков при очистке персонажа. Есть отдельный блок про движение и риги: не хардкодить имена конечностей R15, если поддерживается R6, и не выдавать клиенту право на урон только потому, что он владеет физикой своего персонажа.
Скилл не для общих задач по физике, сетевому доверию и камере — для них в наборе есть отдельные единицы. Учтите, что часть про инструменты и аксессуары обрывается на полуслове, так что по экипировке рассчитывайте на общие принципы жизненного цикла, а не на разобранный пример.
Какие задачи решает
- починить скрипт персонажа, который ломается после респавна
- убрать устаревшие ссылки на Humanoid и HumanoidRootPart
- загрузить AnimationTrack через Animator и вовремя его остановить
- обработать смерть персонажа и очистить соединения
- поддержать кастомный риг без Humanoid
Примеры запросов агенту
- Мой скрипт движения перестаёт работать после респавна — перепиши его через CharacterAdded и один cleanup scope
- Загрузи анимацию удара через Animator и повесь маркер для эффекта на клиенте
- У меня R6 и R15 — убери хардкод имён конечностей R15 из кода персонажа
Как установить roblox-characters
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a claude-code2Вручную: положить файлы
~/.claude/skills/roblox-characters/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/roblox-characters/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a codex2Вручную: положить файлы
.agents/skills/roblox-characters/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a cursor2Вручную: положить файлы
.cursor/skills/roblox-characters/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-characters2Вручную: положить файлы
.github/skills/roblox-characters/SKILL.md1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a gemini-cli2Командой платформы
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/other-engines/roblox-charactersВручную: положить файлы
.devin/skills/roblox-characters/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
По шагам, с командами для каждой платформы: Как установить скилл в Claude Code: пять способов
Из того же набора77
Похожие
Рядом в теме «Геймдев и 3D: Unity, Unreal, Godot, Blender»
Всё по теме «Геймдев и 3D: Unity, Unreal, Godot, Blender» →Вопросы о roblox-characters
Как установить roblox-characters в Claude?
Выполните npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters -a claude-code. Скилл появится в ~/.claude/skills/roblox-characters/SKILL.md.
Что делает roblox-characters?
Описывает жизненный цикл персонажа Roblox: привязку через CharacterAdded и CharacterRemoving, работу с Humanoid, ригами R6/R15, анимациями, смертью и кастомными персонажами. Помогает не хранить ссылки на персонажа дольше одного спавна.
С какими другими скиллами он сочетается?
Общая физика и ограничения — это roblox-physics, доверие к удалённым вызовам — roblox-networking, логика камеры — camera-systems. Сам roblox-characters эти темы не покрывает.
Исходный текст
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