Individual skill
roblox-physics
Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.
skills/other-engines/roblox-physics/SKILL.md
Source commit dcf3bbbb83f365632402c086bf595048aa24aaa8
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- Last checked
- Nov 11, 2026
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- Repository last updated
- Nov 10, 2026
- License
- Apache-2.0
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SKILL.mdcore · 8,746 bytesSKILL.mdcore · 8,746 bytesSKILL.mdcore · 8,746 bytesagents/openai.yamlasset · 199 bytesreferences/queries-and-ownership.mddoc · 3,430 bytes
Read excerpt
# Roblox physics
Choose deliberately between simulation, character control, hit detection, and visual-only motion;
they are different jobs. Targets Roblox's rolling platform APIs. Pair with `physics-tuning` for
engine-neutral stability and feel.
## When to use
- Use for BasePart assemblies, constraints, collision/query policy, ray/overlap queries, forces,
impulses, moving physical objects, network ownership, or physics cleanup.
- Use when `Touched` is unreliable/security-sensitive, parts tunnel or jitter, a mechanism breaks
when anchored, or old BodyMover patterns appear.
**When not to use:** ordinary Humanoid lifecycle/control belongs to `roblox-characters`; remote