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roblox-physics

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Updated 10-15 21:37

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Roblox physics and spatial queries

Spatial queries (use these, not Touched, for gameplay decisions)

--!strict
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {} -- e.g. { character } of the shooter
params.IgnoreWater = true

local function castRay(origin: Vector3, direction: Vector3): RaycastResult?
	-- direction's length is the max distance
	return workspace:Raycast(origin, direction, params)
end

local result = castRay(Vector3.new(0, 50, 0), Vector3.new(0, -100, 0)) if result then print(result.Instance, result.Position, result.Normal, result.Material, result.Distance) end

-- Swept volumes: thick bullets, melee arcs, ground checks with width. local sphereHit = workspace:Spherecast(Vector3.new(0, 10, 0), 2, Vector3.new(0, 0, 50), params) local boxHit = workspace:Blockcast(CFrame.new(0, 10, 0), Vector3.new(4, 4, 4), Vector3.new(0, 0, 50), params)

-- Volume overlap: explosions, hitboxes, zone checks. local overlap = OverlapParams.new() overlap.FilterType = Enum.RaycastFilterType.Exclude overlap.MaxParts = 50 local partsInBox = workspace:GetPartBoundsInBox(CFrame.new(0, 5, 0), Vector3.new(10, 10, 10), overlap) local partsInSphere = workspace:GetPartBoundsInRadius(Vector3.zero, 15, overlap) print(sphereHit, boxHit, #partsInBox, #partsInSphere)


- **Reuse** params objects; update `FilterDescendantsInstances` (or `params:AddToFilter(instance)`) instead
  of allocating per call.
- `RespectCanCollide = true` to ignore non-collidable parts; `CollisionGroup = "Name"` to query as a group.
- `GetPartsInPart(part, params)` does exact geometry overlap (costlier); `GetPartBoundsIn*` use bounding boxes.
- Deprecated: `FindPartOnRay*`, `Ray.new`, `FindPartsInRegion3*` → use the APIs above.
- Client queries only see streamed-in parts; authoritative checks run on the server.

## Touched: know its limits

`Touched` fires from the physics engine, only for parts that physically contact, is fired by whoever
simulates the part (clients can spoof or suppress it for parts they own), and can fire many times per
contact. Use it for triggers (pads, pickups) with a debounce and server-side validation; use spatial
queries for hit detection and zones.

```luau
--!strict
local Players = game:GetService("Players")

local pad = Instance.new("Part")
pad.Anchored = true
pad.Parent = workspace

local recently: { [Player]: boolean } = {}

pad.Touched:Connect(function(hit)
	local character = hit:FindFirstAncestorOfClass("Model")
	local player = character and Players:GetPlayerFromCharacter(character)
	if not player or recently[player] then
		return
	end
	recently[player] = true
	print(`{player.Name} stepped on the pad`)
	task.delay(1, function()
		recently[player] = nil
	end)
end)

Collision groups

--!strict
-- Collision group APIs now live on WorldRoot (workspace); the PhysicsService versions are superseded.
workspace:RegisterCollisionGroup("Players")
workspace:RegisterCollisionGroup("Ghosts")
workspace:CollisionGroupSetCollidable("Players", "Ghosts", false)

local ghost = Instance.new("Part")
ghost.CollisionGroup = "Ghosts" -- assign by name (CollisionGroupId/SetPartCollisionGroup are deprecated)
ghost.Parent = workspace

Register groups once at server start (max 32, see workspace:GetMaxCollisionGroups()). CanCollide = false removes all collisions; CanQuery = false hides a part from raycasts; CanTouch = false disables Touched (saves CPU); NoCollisionConstraint disables collision between two specific parts.

Assemblies and joints

  • An assembly = parts rigidly connected (welds, WeldConstraint, Motor6D, rigid constraints). It simulates as one body; the root part (part.AssemblyRootPart) determines network ownership.
  • Anchor static geometry. Unanchored + welded to an anchored part = anchored assembly.
  • Weld at edit time with WeldConstraint (keeps current offset); in code set Part0/Part1 and parent.
  • Move whole models with model:PivotTo(cframe). Moving many parts at once: workspace:BulkMoveTo.
  • Read/set physics via AssemblyLinearVelocity/AssemblyAngularVelocity, part:ApplyImpulse(), ApplyAngularImpulse(), AssemblyMass. Velocity/RotVelocity are deprecated.
  • CustomPhysicalProperties = PhysicalProperties.new(density, friction, elasticity, frictionWeight, elasticityWeight).
  • Units: 1 stud ≈ 0.28 m, workspace.Gravity default 196.2 studs/s².

Mover constraints (replace BodyMovers)

Goal Constraint Replaces
Hold/drive a velocity LinearVelocity (VelocityConstraintMode Vector/Plane/Line) BodyVelocity
Move toward a position AlignPosition (Mode = OneAttachment + Position, Responsiveness, MaxForce) BodyPosition
Rotate toward an orientation AlignOrientation (CFrame/LookAtPosition) BodyGyro
Constant force VectorForce (RelativeTo = World) BodyForce, BodyThrust
Spin AngularVelocity BodyAngularVelocity
Pull toward point LineForce RocketPropulsion
Torque Torque —

All need an Attachment (Attachment0). Set MaxForce/MaxTorque realistically (not math.huge unless intended) or objects fling. Mechanical constraints: HingeConstraint (Motor/Servo actuators for wheels, doors), PrismaticConstraint (sliders, elevators), SpringConstraint (suspension), RopeConstraint, RodConstraint, BallSocketConstraint, CylindricalConstraint (wheel + steering), UniversalConstraint, RigidConstraint.

Vehicle and projectile recipes, CFrame cookbook: references/recipes.md.

Network ownership

  • The server auto-assigns ownership of unanchored assemblies to a nearby client (smooth for that client, exploitable by it). Characters are owned by their player.
  • part:SetNetworkOwner(nil) = server simulates (secure, laggier for players); SetNetworkOwner(player) for a vehicle driver; SetNetworkOwnershipAuto() to restore. Call on the root part, server-side, after the assembly is in Workspace. Anchored parts have no owner.
  • Ownership changes cause hitches; don't flip it every frame. Visualize with the viewport's Visualization options → Network owners toggle.

Server authority (competitive games)

Workspace AuthorityMode = Server makes the server simulate everything while clients predict a few frames ahead and roll back/resimulate on mispredictions. Requirements: NextGenerationReplication, PlayerScriptsUseInputActionSystem, SignalBehavior = Deferred, UseFixedSimulation, StreamingEnabled (setting AuthorityMode sets these). Core rules:

  • Game logic lives in functions bound with RunService:BindToSimulation(fn) inside a ModuleScript required by both server and client.
  • Clients affect the game only through Input Actions (InputContexts parented under the Player), not UserInputService events.
  • Sync custom state through attributes on predicted instances, written only inside simulation callbacks.
  • Don't cache AnimationTracks; query Animator:GetTrackByAnimationId() each step.

Rollout status can change — check the docs. Details and patterns: references/server-authority.md.

Stability tips

  • Jitter: conflicting ownership, constraints fighting, huge mass ratios (> 1:100), or setting CFrame on unanchored parts every frame (use constraints instead).
  • Flinging: MaxForce = math.huge on light parts, overlapping collisions at spawn, NaN/huge velocities.
  • Sleeping assemblies stop simulating until disturbed — wake with a small impulse if needed.
  • Adaptive timestepping (Workspace.PhysicsSteppingMethod = Adaptive) saves CPU; use fixed for precise mechanisms.

Related skills

roblox-security (ownership exploits), roblox-characters-animation, roblox-networking, roblox-performance, roblox-input.