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/roblox-characters

@f41e774

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.

Use this Skill: https://skilld.dev/gh/gamedev-skills/awesome-gamedev-agent-skills/roblox-characters

This session only. Nothing lands on disk.

referenceslifecycle-and-animation.md

≈656 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Character lifecycle and animation verification

Read this when a character system crosses respawns, supports multiple rigs, or owns animation and tool resources.

Durable player, replaceable character

Keep account/session data keyed by Player. Keep Humanoid/root/Animator references, tracks, character-only state, touch listeners, and character UI bindings inside a spawn scope. The scope ends at CharacterRemoving or when a newer generation replaces it. Humanoid.Died is gameplay death; it is not a guaranteed substitute for removal/cleanup.

On the server, bind players already present as well as future players when a Script can start after players exist. On the client, subscribe before handling LocalPlayer.Character to reduce races. After every yield, confirm the player still owns that same character.

Custom character checklist

  • Model/root contract is documented; PrimaryPart is set if systems use it.
  • Humanoid rig has required body/root/head/joints; non-Humanoid rig has an AnimationController/Animator if animated.
  • collision groups, mass, ownership, camera subject, controls, spawn placement, death/reset, tools, attachments, and accessories are deliberately handled.
  • StarterCharacter and CharacterAutoLoads behavior is tested, including manual loading if used.
  • R6/R15/custom branches are limited to topology differences rather than duplicated systems.

Animation checks

Verify the animation is owned/usable by the experience, loads on the intended Animator, uses the expected priority/looping, blends in/out cleanly, and stops on state exit. Marker names and optional parameters must match the authored animation. Store every marker/stopped connection in the same scope as the track.

Client-played character animation can provide responsive presentation, but gameplay effects remain server-authoritative. For NPC/server-controlled rigs, load/play in the authoritative context chosen by the project and verify what all clients observe.

Lifecycle stress matrix

Test initial spawn, ordinary death, Reset Character, rapid repeated respawn, respawn during delayed setup, character replacement without death, tool equipped during death, leave during setup, two players dying simultaneously, and every supported rig. Inspect for duplicate callbacks, lingering tracks, errors/warnings, stale UI/camera subjects, leftover tagged objects, and player-scope state that was incorrectly cleared.

Primary references

  • https://create.roblox.com/docs/characters
  • https://create.roblox.com/docs/animation/using
  • https://create.roblox.com/docs/characters/appearance

Source: SKILL.md on GitHub

No alerts5d3 checks · Risk SAFE
  • Gen Agent Trust Hub5d

    The skill provides guidelines and code patterns for managing character lifecycles and animations in Roblox. No security issues were detected.

  • Socket5d

    No alerts

  • Snyk5d

    Risk: LOW · No issues

Signed by skilld at f41e774. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 days ago.

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