Registry indexed
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 r
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.
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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 not to use: general physics queries and constraints belong to roblox-physics; remote
trust belongs to roblox-networking; camera logic belongs to camera-systems.
StarterCharacter,
StarterCharacterScripts, CharacterAutoLoads, R6/R15 support, existing Animate/controller
scripts, tools, tags, collision groups, and server/client ownership.CharacterAdded, then bind player.Character
if present. Do not assume event subscription alone sees a character that already spawned.Humanoid, root, Animator, and rig assumptions. Abort if that character is no longer
current before applying delayed work.AssemblyLinearVelocity, BasePart:ApplyImpulse(), or a LinearVelocity/AlignPosition
constraint only for mechanics that need physical control. Keep gameplay
authority and network ownership implications explicit.Animator; store tracks/connections; use named
markers for gameplay timing only with server validation; stop/disconnect on character cleanup.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.
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.
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.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.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.HumanoidDescription when editing avatar appearance.| 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 |
references/lifecycle-and-animation.md for server binding, death vs removal, rig and
animation verification, custom characters, and the lifecycle stress matrix.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.https://create.roblox.com/docs/charactershttps://create.roblox.com/docs/animation/usinghttps://create.roblox.com/docs/characters/appearancename: 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.
---
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.
- 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`
Free to get does not mean free to run. Price labels are not safety ratings. Submit pricing information →
Skill source recorded
Skill instructions are recorded. This is not a runtime test, safety guarantee or compatibility certification.
Review before install: Avoid automatic install
License: Apache-2.0
Listed tools are metadata hints, not tested compatibility. Agent prompts are suggested handoffs.
Check the source for dependencies, API keys and third-party costs. A public repository does not mean every service is free.
Repository metadata and review signals are advisory. Popularity, source discovery and successful execution are different facts.
Version reported in registry metadata; check source releases before relying on it.
Quality
73/100
Strong
Trust
73/100
Sandbox only
Audit
83/100
Risky
Copies are not installs. Installation counts require a reported successful installation; they are not a blanket quality guarantee.
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
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],
"expected_agent_output": {
"selected_skill": "gamedev-skills-roblox-characters (roblox-characters)",
"install_command": "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-characters",
"risk_summary": "Risky; Blocked for auto-install; Review before production",
"verification_result": "Report the smallest successful task, files touched, warnings, and any missing setup."
}
},
"outcome_feedback": {
"endpoint": "https://www.openagentskill.com/api/agent/outcome",
"method": "POST",
"requires_resolve_event_id": true,
"event_id_source": "Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.",
"expected_outcomes": [
"success",
"failed",
"not_relevant",
"blocked_by_risk",
"setup_required"
],
"payload_template": {
"event_id": "<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>",
"skill_slug": "gamedev-skills-roblox-characters",
"task": "Use roblox-characters in an agent workflow",
"agent": "codex",
"outcome": "success",
"install_used": true,
"risk_blocked": false,
"setup_required": false,
"task_success": true,
"output_quality": 4,
"error_type": null,
"human_review_required": false,
"workspace": "sandbox",
"time_to_useful_ms": 120000,
"notes": "Report the smallest successful task, setup friction, files touched, and risk notes."
}
},
"endpoints": {
"web": "https://www.openagentskill.com/skills/gamedev-skills-roblox-characters",
"api": "https://www.openagentskill.com/api/agent/skills/gamedev-skills-roblox-characters",
"audit": "https://www.openagentskill.com/skills/gamedev-skills-roblox-characters/audit",
"eval": "https://www.openagentskill.com/api/agent/evals?slug=gamedev-skills-roblox-characters&task=Use%20roblox-characters%20in%20an%20agent%20workflow&max_risk=medium",
"resolve": "https://www.openagentskill.com/api/agent/resolve?task=Use%20roblox-characters%20in%20an%20agent%20workflow&agent=codex&max_risk=medium",
"receipt": "https://www.openagentskill.com/api/agent/receipt?task=Use%20roblox-characters%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text",
"install": "https://www.openagentskill.com/api/skills/gamedev-skills-roblox-characters/install",
"manifest": "https://www.openagentskill.com/api/registry/manifest/gamedev-skills-roblox-characters"
}
}Listing source
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[](https://www.openagentskill.com/skills/gamedev-skills-roblox-characters/audit)
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