roblox-characters
Roblox characters: respawn-safe CharacterAdded code, Humanoid, rigs, movement, death, Tools and Backpack, avatar appearance via HumanoidDescription.
Skill by JashanMaan28
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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.
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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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 higherFrom JashanMaan28/roblox-agent-kit, MIT.
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Signals
- Stars
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- Open issues
- 0
- Last commit (this folder)
- Oct 19, 2026 (10 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/JashanMaan28/roblox-agent-kit
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
roblox-characters skill. Agent Mart. https://agentmart.dev/skills/jashanmaan28-roblox-characters (last updated 2026-10-24)