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roblox-characters

Roblox characters: respawn-safe CharacterAdded code, Humanoid, rigs, movement, death, Tools and Backpack, avatar appearance via HumanoidDescription.

Skill by JashanMaan28

IndexedMIT
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/jashanmaan28-roblox-characters

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About

Roblox characters: respawn-safe CharacterAdded code, Humanoid, rigs, movement, death, Tools and Backpack, avatar appearance via HumanoidDescription. Use when character scripts break after respawn or when changing movement or outfits.

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/roblox-characters

What's inside

Skill name
roblox-characters
Description
Roblox characters: respawn-safe CharacterAdded code, Humanoid, rigs, movement, death, Tools and Backpack, avatar appearance via HumanoidDescription. Use when character scripts break after respawn or when changing movement or outfits.
License
MIT
Instructions
182 lines in SKILL.md · view on GitHub

Files (7)

  • ATTRIBUTION.md
  • LICENSE
  • LICENSE-TabooHarmony
  • NOTICE
  • SKILL.md
  • appearance.md · references/
  • lifecycle-and-animation.md · references/

SKILL.md (first lines)

# 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 `roblox-camera`; NPC decision-making
and pathfinding belong to `roblox-npc-ai`.

## 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

```luau
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

```luau
-- animator: the rig's Animator (Humanoid.Animator, or AnimationController.Animator)
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()
```

Always load through the `Animator` (`humanoid:WaitForChild("Animator")`); `Humanoid:LoadAnimation()`
is deprecated. For rigs without a `Humanoid`, use an `AnimationController` with an `Animator`.
Animations loaded by the owning client on its own character's Animator replicate to other players;
NPC animations are played from the server. Track priorities, blending and VFX: `roblox-animation-vfx`.

## 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

From JashanMaan28/roblox-agent-kit, MIT.

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Last commit (this folder)
Oct 19, 2026 (10 days ago)

From GitHub (fetched Oct 24, 2026).

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License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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roblox-characters skill. Agent Mart. https://agentmart.dev/skills/jashanmaan28-roblox-characters (last updated 2026-10-24)