roblox-physics

roblox-physics is a skill for Claude Code, Codex from gamedev-skills/awesome-gamedev-agent-skills. It costs 94 tokens per session (1,702 once invoked), scanned A, original, Apache-2.0.

A guide for building Roblox game physics, including collisions, constraints, forces, impulses, raycasts, overlap checks, and network ownership. Roblox is a platform for creating and running online games.

In plain words
What is it for?
Use it for physical objects, moving assemblies, hit detection, collision rules, raycasts, overlap queries, and physics cleanup in Roblox games.
Why use it?
It helps avoid unreliable collision checks, objects passing through one another, unstable motion, and outdated physics patterns.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present.

Part of the other-engines plugin — 10 skills shipped together , and of gamedev

Good fit Use it for physical objects, moving assemblies, hit detection, collision rules, raycasts, overlap queries, and physics cleanup in Roblox games.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-physics
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-physics
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code, Codex.

Or install other-engines, the plugin that ships this one along with the rest of its 10 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for roblox-physics

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-physics/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-physics)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-physics"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-physics/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for roblox-physics

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-physics"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-physics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 94 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,702 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00094 $0.01702
Opus 5 $0.00047 $0.00851
Sonnet 5 $0.00019 $0.00340
Haiku 4.5 $0.00009 $0.00170

Measured 3d ago against content hash b91d88793183, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

roblox-physics scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/other-engines/roblox-physics/SKILL.md · 152 lines

How it starts

The opening of the file, as written. The whole thing — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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 validation belongs to roblox-networking; decorative UI/world motion may only need a tween.

Decide the system first

Goal Mechanism
sustained physical interaction unanchored assembly + modern constraints/forces
instantaneous physical change ApplyImpulse / ApplyAngularImpulse
kinematic platform/path controlled pivot/transform with an explicit passenger policy
character locomotion Humanoid/custom character controller (roblox-characters)
authoritative hit test server raycast/overlap with filters and gameplay validation
cosmetic trail/recoil local visual motion; no gameplay authority

Workflow

  1. Inspect the mechanism. In Studio, visualize assemblies, anchors, constraints, collision groups, massless parts, and network owners. Identify the assembly root and intended authority.
  2. Define interaction policy. Write the collision-group matrix and separately decide CanCollide, CanTouch, and CanQuery. These flags are not interchangeable.
  3. Choose simulation or query. Do not use .Touched as a universal hit detector. Use a ray for a path/line, an overlap query for a volume, and simulation contacts when physical response is actually required.
  4. Apply motion at assembly level. Forces on a part affect its assembly. Use modern LinearVelocity, AngularVelocity, VectorForce, AlignPosition, and AlignOrientation constraints as appropriate; migrate deprecated BodyMovers when changing that system.
  5. Set ownership deliberately. Server-own gameplay-critical loose assemblies when required; client ownership can improve responsiveness but never authorizes gameplay results.
  6. Bound cost and lifetime. Reuse query parameters, cap query frequency/result count, remove temporary constraints/attachments, and disconnect event listeners.
  7. Verify under load and multiplayer. Test anchored/unanchored transitions, mass extremes, collision matrix, fast motion, multiple clients, ownership changes, streaming, and cleanup.

Read the full file on GitHub · 152 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 152 lines · 94 tokens per session scan A b91d88793183

Subscribe to this mod's changes

roblox-physics is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 94 tokens to every session and 1,702 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-09.