executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
roblox-charactersBuild 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 AnimationTrac…
Independent GitHub snapshot · Automated classification · Original documentation governs
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 not to use: general physics queries and constraints belong to roblox-physics; remote
trust belongs to roblox-networking; camera logic belongs to camera-systems.
StarterCharacter,
StarterCharacterScripts, CharacterAutoLoads, R6/R15 support, existing Animate/controller
scripts, tools, tags, collision groups, and server/client ownership.CharacterAdded, then bind player.Character
if present. Do not assume event subscription alone sees a character that already spawned.Humanoid, root, Animator, and rig assumptions. Abort if that character is no longer
current before applying delayed work.AssemblyLinearVelocity, BasePart:ApplyImpulse(), or a LinearVelocity/AlignPosition
constraint only for mechanics that need physical control. Keep gameplay
authority and network ownership implications explicit.Animator; store tracks/connections; use named
markers for gameplay timing only with server validation; stop/disconnect on character cleanup.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.
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()
For rigs without a Humanoid, use an AnimationController with an Animator. Do not use the
deprecated convenience path as a substitute for owning the actual Animator and track lifecycle.
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.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.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
Priority (and Sink) to take precedence over the default bindings. See the
roblox-ui input and navigation reference for the UI-focus side of this.HumanoidDescription when editing avatar appearance.| Symptom | Likely cause | Remedy |
|---|---|---|
| works once, breaks after reset | cached character/Humanoid/root | rebuild per CharacterAdded; clear on removal |
| callbacks fire twice after deaths | old character connections survived | character-scoped cleanup and generation/current checks |
| delayed load edits wrong rig | async work outlived spawn | compare current Character/generation after every yield |
| animation visible only locally or not at all | wrong Animator/context/asset ownership | inspect rig Animator, execution side, permissions, and replication |
| hit marker awards impossible hit | animation marker trusted as authority | use marker for timing/presentation; server validates combat state |
| R6/custom rig errors | R15 names assumed | define rig contract; attachments/adapter; test each supported rig |
| tool disappears from system | fixed Backpack/Character parent assumed | handle equip/unequip ancestry and character replacement |
| custom force fights Humanoid | two controllers own motion | choose one movement authority per state and restore cleanly |
references/lifecycle-and-animation.md for server binding, death vs removal, rig and
animation verification, custom characters, and the lifecycle stress matrix.roblox-physics — forces, constraints, assemblies, collision, and network ownership.roblox-networking — server validation of character actions and stale requests.input-systems — action mapping and responsive movement intent.camera-systems — camera behavior following replaceable characters.https://create.roblox.com/docs/charactershttps://create.roblox.com/docs/animation/usinghttps://create.roblox.com/docs/characters/appearance