tabooharmony/roblox-brain

roblox-npc-ai

Use when creating Roblox NPCs or enemies with pathfinding, state machines, line-of-sight or FOV detection, spawns, or AI update loops.

Trending #8697 First seen May 28, 2026

Installation

$ npx skills add tabooharmony/roblox-brain --skill roblox-npc-ai

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 42
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 2,783 B
  • docs SUMMARY.md 152 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 572 installs

SKILL.md

Roblox NPC & AI

When to Load

Load for NPCs/enemies: pathfinding, state machines, LOS/FOV detection, spawns, AI loops, or physics ownership.

Quick Reference

PathfindingService

local path = PathfindingService:CreatePath({
    AgentRadius = 2, AgentHeight = 5, AgentCanJump = true,
    Costs = { Water = 20, DangerZone = math.huge },
})
path:ComputeAsync(npcPos, targetPos)
if path.Status ~= Enum.PathStatus.Success then return end
for _, wp in path:GetWaypoints() do
    if wp.Action == Enum.PathWaypointAction.Jump then humanoid.Jump = true end
    humanoid:MoveTo(wp.Position)
    if not humanoid.MoveToFinished:Wait() then return end
end
  • Recompute on blocked with a bounded retry or cancellation policy.
  • In Studio, test Workspace.PathfindingUseImprovedSearch on representative maps before rollout; it is not scriptable.
  • Avoid long requests and repeated recomputation. Moving collidable geometry can trigger navigation-mesh work.
  • Region modifiers: anchored part + PathfindingModifier Label → Costs
  • PassThrough = true for doors; PathfindingLink for disconnected navmesh
  • math.huge cost = non-traversable

State Machine

idle → patrol → chase → attack → flee → dead

  • idle/patrol → chase (player detected) → attack (in range) → idle (lost)
  • any → flee (health low) → idle (safe); any → dead (health ≤ 0)
  • Transitions own movement changes, target cleanup, and cancellation

Detection (distance → FOV → LOS)

  1. Distance (a-b).Magnitude: cheapest, always first
  2. FOV forward:Dot(toTarget) cosine; use a configured cone for your game, not a universal angle
  3. LOS workspace:Raycast: expensive, last
  • If the design includes hearing or proximity detection, make it a separate configured signal rather than a universal FOV bypass.

Network Ownership

  • Classic projects may use SetNetworkOwner(nil) for physics-sensitive NPCs, but it is not complete security. In Server Authority projects, configure the authority model instead of treating network ownership as the security boundary.

Update Loop

  • Throttle and stagger AI based on NPC count, path cost, and profiler evidence, not a universal tick rate. Keep NPC decisions and movement server-side; client code may handle presentation.

For spawners, lifecycle cleanup, timeout handling, and performance budgets, load references/full.md.