#what are the components of a custom humanoid
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It might be a bit too much for even a intermediate scripter
A Roblox Humanoid is basically a state machine + movement controller + health system + animation driver glued together. If you want to replace it, this is what you actually need.
- Core State Machine (most important)
This is the heart.
Common states you must implement:
Idle
Walking
Running
Jumping
Falling
Landing
Swimming (optional)
Climbing (optional)
Dead
Ragdoll / Stunned (optional)
Each state defines:
Allowed transitions
Movement rules (speed, gravity multiplier)
Animation to play
Input handling
- Movement Controller
Humanoid does not magically move parts.
You need:
A root part (your HumanoidRootPart equivalent)
Velocity-based movement
Gravity handling
Jump impulse
Ground detection
Core pieces:
LinearVelocity / VectorForce (or BodyVelocity if you’re old-school)
Raycasts for ground checks
Slope detection
Friction & air control
Minimum:
Horizontal movement
Vertical movement
Grounded vs airborne logic
- Collision & Physics Rules
Humanoid secretly does a LOT here.
You must define:
What counts as ground
Step height (small ledges)
Slope limit
What parts collide
Pushback from walls
Tools:
Raycasts (down, forward)
Custom collision groups
Manual correction when clipping happens
- Health System
Simple but required.
You need:
MaxHealth
CurrentHealth
Damage handling
Death event
State switch to Dead
Extra:
Invincibility frames
Knockback
Bleed / poison (optional)
- Animation Controller
Humanoid uses Animator internally.
You must:
Create an AnimationController
Load animations manually
Play/stop based on state
Blend animations yourself if needed
State → Animation mapping:
Idle → idle anim
Walk → walk anim
Jump → jump anim
Fall → fall loop
Land → land anim - Input Layer
Humanoid auto-handles inputs. You won’t.
You need:
Input abstraction (keyboard, controller)
Mapping input → intent
MoveDirection
JumpPressed
SprintHeld
This feeds your state machine, not movement directly. - Networking (huge difference from Humanoid)
Humanoid is heavily optimized for replication.
You must decide:
Client-side movement with server validation (recommended)
Server-authoritative movement (laggier but safer)
You need:
Position replication
State replication
Anti-teleport checks - Events / Signals
Humanoid exposes tons of events.
Your version should have:
StateChanged
Died
Jumped
Landed
TookDamage
This makes it usable by other systems. - Configuration Object
Humanoid has properties for everything.
You should expose:
WalkSpeed
RunSpeed
JumpPower
GravityScale
MaxSlopeAngle
StepHeight
So tweaking doesn’t require rewriting logic.
Minimal Replacement (barebones)
If you want the smallest viable humanoid:
Root part
State machine (Idle, Walk, Jump, Fall, Dead)
Raycast ground check
Velocity-based movement
AnimationController
Health system
That alone already replaces 70% of Humanoid behavior.
My fingers can finally rest now
I recommend you DONT attempt to make a humanoid, its useless plus takes alot of time
thank you so much
yap
a
