Individual skill

scenario-roblox-gameplay

Use when building Roblox gameplay systems: NPC or enemy AI that patrols, chases and attacks, state machines or behavior trees, 'NPC pathfinding stuck', 100 zombies lag the server, hitboxes, melee combos, M1 combat, 'hits register twice', raycasts, Spherecast, Shapecast, guns and projectiles, 'bullets go through walls', knockback and stun, LinearVelocity, VectorForce or AlignPosition movers, replacing BodyVelocity, cars and vehicles with suspension, 'car flips', VehicleSeat, network ownership of NPCs and vehicles, round loops, BindToSimulation logic.

skills/game-engines/roblox/scenario-roblox-gameplay/SKILL.md

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Last checked
Nov 9, 2026

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Repository last updated
Nov 9, 2026
License
MIT

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# Roblox gameplay systems (gameplay systems programmer)

Target line: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert
toolkit.

At expert level, a gameplay system is a pure rule tested in Lune, wired to the engine by one server
scheduler, and proven in a playtest with measured server cost. The core stance: the client sends
intent, the server decides every hit with a spatial query, and no number ships unmeasured. If a
sibling skill named here is missing from your available skills, load it with `skill_get` (Scenario
MCP) or ask the user to install it (https://github.com/scenario-labs/skills#install); unattended,
proceed from tool schemas and flag the gap.

**REQUIRED BACKGROUND:** scenario-roblox-expert (channels, review loop, toolkit, current-Roblox
traps).
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