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roblox-characters
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
Resumen
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.
Leer documentación completa
Documentación de origen, no instrucciones para este sitio. Revisa los permisos antes de ejecutar comandos.
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
- 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. - 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.
- Bind existing and future characters. Connect
CharacterAdded, then bindplayer.Characterif present. Do not assume event subscription alone sees a character that already spawned. - 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 Abort if that character is no longer current before applying delayed work. - Choose movement ownership. Use Humanoid movement for standard avatars; use
AssemblyLinearVelocity,BasePart:ApplyImpulse(), or aLinearVelocity/AlignPositionconstraint only for mechanics that need physical control. Keep gameplay authority and network ownership implications explicit. - 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. - 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
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
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.RigTypeonly where topology materially differs. HumanoidRootPartis 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 changingAssemblyLinearVelocityis 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 hookingUserInputServicedirectly. Default player and character control scripts run on this system whenWorkspace.PlayerScriptsUseInputActionSystemis enabled, exposing defaultPlayerScriptscontexts; give your ownInputContexta higherPriority(andSink) to take precedence over the default bindings. See theroblox-uiinput 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
HumanoidDescriptionwhen 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.mdfor 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/charactershttps://create.roblox.com/docs/animation/usinghttps://create.roblox.com/docs/characters/appearance
Metadatos del archivo
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.
Ver texto original
---
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`
Revisar el código fuente
Precio y costes de ejecución
- Obtener el skill
- Precio sin confirmar
- Ejecutarlo
- Requisitos sin confirmar. Consulta los costes del agente, API y servicios en la fuente.
- Licencia
- Apache-2.0
- Precio sin confirmar
- No hemos confirmado el precio. Los enlaces existentes al código y a la instalación siguen disponibles.
Obtener gratis no significa ejecutar gratis. El precio no es una evaluación de seguridad. Enviar información de precio →
Fuente del skill registrada
La ruta de instrucciones está registrada. No implica pruebas de ejecución, seguridad ni compatibilidad.
Revisar antes de instalar: Evitar instalación automática
Licencia: Apache-2.0
- Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
- Falta aprobación de revisión por IA
- This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
- Quality score needs review
- Review status: AI review approval is missing
Las herramientas son indicios de metadatos, no compatibilidad probada. Los prompts son sugerencias.
Empieza con una tarea pequeña
- 1Lee la fuente y confirma entradas, resultados, dependencias y permisos.
- 2Pide un plan al agente. Aprueba la configuración y los costes antes de probar en un entorno aislado.
- 3Comprueba resultados y archivos modificados. Informa solo de lo ejecutado y conserva la revisión de la fuente.
Consulta dependencias, claves API y costes externos en la fuente. Un repositorio público no implica servicios gratuitos.
Fuente y notas de uso
Los metadatos y revisiones son orientativos. Popularidad, descubrimiento y ejecución correcta son hechos distintos.
- Repositorio fuente
- gamedev-skills/awesome-gamedev-agent-skills
- Licencia
- Apache-2.0
- Versión
- Unknown
- Último push de GitHub
- 27 sept 2026
- Registro actualizado
- 5 oct 2026
- Ruta de instrucciones
- skills/other-engines/roblox-characters/SKILL.md @ d4b0e35550c5
Versión declarada en el registro; consulta las versiones de la fuente.
Calidad
73/100
Sólido
Confianza
73/100
Solo sandbox
Auditoría
83/100
Riesgoso
- Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
- Falta aprobación de revisión por IA
- This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
- Quality score needs review
- Review status: AI review approval is missing
- Verified installs
- —
- Resultados
- —
Copiar no es instalar. Los recuentos requieren un informe de instalación correcta, no garantizan calidad general.
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Más detalles
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"risk_blocked": 0,
"setup_required": 0,
"avg_output_quality": null,
"production_outcomes": 0,
"last_outcome_at": null,
"label": "No agent outcome data yet"
},
"auto_install": {
"allowed": false,
"sandbox_required": true,
"reason": "Do not auto-install. Inspect the source, dependencies, and permission surface first."
},
"best_for": [
"other",
"agent-skill"
],
"known_risks": [
"AI review approval is missing",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review",
"Review status: AI review approval is missing"
]
},
"agent_proven": {
"version": "agent-proven-v1",
"score": 0,
"tier": "unproven",
"label": "Needs first agent run",
"summary": "No agent outcome reports yet. Use Resolve, run one narrow sandbox task, then report the result.",
"metrics": {
"totalOutcomes": 0,
"successfulOutcomes": 0,
"failedOutcomes": 0,
"installAttempts": 0,
"installSuccessRate": null,
"successRate": null,
"recentSuccessRate": null,
"recentFailureRate": null,
"riskBlocked": 0,
"setupRequired": 0,
"notRelevant": 0,
"avgOutputQuality": null,
"avgTimeToUsefulMs": null,
"productionOutcomes": 0,
"humanReviewRequired": 0,
"uniqueAgents": 0,
"lastOutcomeAt": null
},
"signals": [],
"penalties": [
"No real agent outcome evidence yet"
]
},
"audit": {
"score": 83,
"risk_level": "risky",
"risk_label": "Risky",
"warnings": [
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"AI review approval is missing",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review",
"Review status: AI review approval is missing"
]
},
"safety_gate": {
"tier": "blocked",
"label": "Blocked for auto-install",
"auto_install_policy": "block",
"auto_install_allowed": false,
"human_review_required": true,
"blocked": true,
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first."
},
"quality": {
"score": 73,
"label": "Strong"
},
"supply": {
"track": "Football and World Cup analytics",
"scenario": "Sports analytics",
"maintenance": "17d since push",
"risk": "Risky"
},
"alternative_skills": [
{
"slug": "fission-ai-draft-openspec-docs",
"name": "draft-openspec-docs",
"url": "https://www.openagentskill.com/skills/fission-ai-draft-openspec-docs",
"stars": 71049,
"install_command": "npx skills add Fission-AI/OpenSpec --skill draft-openspec-docs",
"trust_score": 86,
"audit_score": 89
}
],
"do_not_use_when": [
"teams that need a vendor-supported SLA",
"high-compliance environments without internal security review",
"No major risk signals from current metadata",
"Audit risk risky exceeds max_risk=medium",
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"AI review approval is missing",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review"
],
"agent_contract": {
"task_input": "Use roblox-characters in an agent workflow",
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first.",
"install_policy": "block",
"minimum_review_before_use": [
"Trust: 81/100 Strong shortlist",
"Audit: 83/100 Risky",
"Safety: 67/100 Avoid automatic install",
"Review repository, license, install command, and permission surface before production use."
],
"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"
}
}Para el creador
Fuente de la ficha
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Esta ficha se indexó desde fuentes públicas y no está marcada como oficial hasta que se apruebe una reclamación de mantenedor.
- Creador
- gamedev-skills
- Indexado por
- Índice comunitario de OpenAgentSkill
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