Install
$ agentstack add skill-tabooharmony-roblox-brain-roblox-physics ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
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 (doors/wheels), PrismaticConstraint (elevators/pistons), CylindricalConstraint (telescoping), BallSocketConstraint (ragdoll/chains), UniversalConstraint (steering), WeldConstraint/RigidConstraint (rigid attach) Motion: AlignPosition, AlignOrientation, LinearVelocity, AngularVelocity, VectorForce, Torque Spring/Rope: SpringConstraint (suspension/trampolines), RopeConstraint (grapple, slack), RodConstraint (rigid link)
Attachment Pattern
All constraints connect via Attachment objects, not Parts directly. Create Attachment on each part, set constraint.Attachment0/Attachment1, parent constraint to part0. Actuator types: None, Motor (constant velocity), Servo (target position/angle).
Vehicles
Wheel = HingeConstraint (ActuatorType.Motor) + SpringConstraint for suspension. Steer = Hinge with ActuatorType.Servo. Rear wheels get throttle AngularVelocity, front wheels get servo TargetAngle. Use CustomPhysicalProperties on wheels for friction tuning.
Ragdoll
Replace Motor6Ds with BallSocketConstraint: create Attachments from motor.C0/C1, set LimitsEnabled=true, UpperAngle=45. Keep Root Motor6D for HRP. Set humanoid state to Physics. Re-enable motors to recover.
Network Ownership
Default: nearest player owns unanchored physics (exploitable!). part:SetNetworkOwner(nil) = server-owned (secure, laggy). part:SetNetworkOwner(player) = player-owned (responsive). Rule: NPCs/world objects → server. Vehicles → driver player. Always set explicitly on important physics objects.
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,
Touchedonly for slow physics projectiles - Always set lifetime on physics projectiles (forgotten ones kill perf)
Need more detail? Load references/full.md for the complete reference with code examples, API tables, and edge cases.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: TabooHarmony
- Source: TabooHarmony/roblox-brain
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.