tabooharmony/roblox-brain2 files

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.

Specification
Skill ID
tabooharmony/roblox-brain/roblox-npc-ai
Publisher
tabooharmony
Repository
roblox-brain
Installs
0
Files
2
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

tabooharmony/roblox-brain/roblox-npc-aiInstalls these files
  • SKILL.md
  • references/full.md

What this skill tells the agent

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.

Use this skill in a project

Open any RiverX project, search the Skills panel for tabooharmony/roblox-brain/roblox-npc-ai, and install it in one click.

Use this skill