--- name: roblox-physics description: Physics and spatial queries - Raycast/Blockcast/Spherecast, overlap queries, collision groups, Touched pitfalls, assemblies and welds, mover constraints replacing BodyMovers, mechanical constraints, network ownership, CFrame math, vehicles/projectiles, and server authority (BindToSimulation, prediction, rollback). Use when moving parts, detecting hits, building vehicles or projectiles, or fixing jitter, flinging, or ownership bugs. --- # Roblox physics and spatial queries ## Spatial queries (use these, not Touched, for gameplay decisions) ```luau --!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 ```luau --!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](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 `AnimationTrack`s; query `Animator:GetTrackByAnimationId()` each step. Rollout status can change — check the docs. Details and patterns: [references/server-authority.md](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`.