Making a better roblox telekinesis script physics system

If you've ever tried to write a roblox telekinesis script physics system, you know it's one of those things that looks way easier than it actually is. On the surface, it's just moving a part toward the player's mouse, right? But the second you try to implement it, you're hit with jittery parts, weird lag issues, and objects that fly through walls like they don't even exist. Getting that "Force push" or "Jedi grab" feeling requires a bit of a deep dive into how Roblox handles forces and constraints.

When we talk about telekinesis in a game, we're really talking about a tug-of-war between player input and the engine's built-in physics. You want the object to feel like it has weight, but you also want it to be responsive. If it's too snappy, it feels like a UI element. If it's too floaty, it feels like you're trying to control a balloon in a windstorm.

Why legacy body movers are a headache

Back in the day, everyone used BodyVelocity or BodyPosition for this stuff. They were the bread and butter of any roblox telekinesis script physics setup. You'd just dump a BodyPosition into a part, set the target to a few studs in front of the player, and call it a day.

The problem is that those objects are now deprecated. Roblox moved toward "Movers" or "Constraints" (like AlignPosition and AlignOrientation), and honestly, it's for the best. The old stuff was notoriously "stiff." If you grabbed a massive boulder with a BodyPosition, it would either move at a snail's pace or teleport instantly if you cranked the Power setting too high.

The new constraints actually respect the physics engine a lot more. They allow for more natural interactions. For example, if you're holding a crate with telekinesis and you accidentally smash it into a wall, a well-tuned constraint system will let the crate bounce or scrape along the surface rather than clipping through it and breaking the immersion.

The secret sauce: Network Ownership

You can write the most beautiful math in the world, but if you forget about network ownership, your telekinesis script is going to look like a slideshow for everyone else in the server. This is the biggest hurdle for beginners.

In Roblox, the server usually "owns" the physics of unanchored parts. When a player grabs an object with their mind, the server is still trying to calculate where that object should be. If the player's client is also trying to tell the object where to go, they end up fighting. This results in that annoying stuttering effect.

To fix this, the moment your script "grabs" an object, you have to use part:SetNetworkOwner(player). This hands the keys of the physics simulation to the player's computer. Suddenly, the movement becomes buttery smooth because the player's client isn't waiting for the server to give it permission to move the part. Just remember to set the owner back to nil (the server) once they let go, or you'll end up with a bunch of parts that only wake up when that specific player is nearby.

Making the grab feel "heavy"

One thing I see a lot in basic scripts is that every object feels the same. A tiny soda can and a massive steel beam both fly toward the player at the same speed. That's boring. To make your roblox telekinesis script physics stand out, you need to account for mass.

You can calculate the mass of a model by iterating through its parts or just using part:GetMass(). You can then use this value to scale your forces. If an object is heavy, maybe it takes a second to "accelerate" toward the player. If it's light, it should zip right to them.

I'm a big fan of using Lerp (Linear Interpolation) or a spring module to handle the movement of the "target point" rather than moving the object itself. Imagine you have an invisible point floating in front of the player. The object is constantly trying to "catch up" to that point using physics forces. This creates a natural-looking lag where the object swings slightly as the player turns around, giving it that sense of momentum and inertia.

Handling the mouse and raycasting

How do you even pick what you're looking at? Most people just use Mouse.Target, but that's pretty limited. If you want a more robust system, you should be using WorldRoot:Raycast.

Raycasting lets you define exactly what can be picked up. You can set up a RaycastParams object to ignore the player's own character (so you don't accidentally grab your own head) and to filter out things like transparent walls or water.

Filtering your targets

It's also smart to check the distance. There's nothing more game-breaking than a player standing on one side of a massive map and grabbing a car from the other side. A simple distance check between the player's HumanoidRootPart and the target part's position usually does the trick.

Visual feedback is key

Physics is invisible, so you have to make the player see what's happening. Even a simple Beam or a SelectionBox around the object makes the experience ten times better. Some of the best telekinesis scripts I've seen use a subtle "glow" effect on the part being held. It tells the player, "Hey, you've successfully grabbed this thing," which is important when the physics engine is doing a lot of work in the background.

The "Throw" mechanic

Telekinesis isn't just about carrying things around; it's about chucking them at enemies. When a player releases an object, you don't want it to just drop like a rock. You want to carry over the velocity.

Since you've already given the player network ownership, their client is already tracking the velocity of the part. When they "throw," you can apply an Impulse to the part in the direction the player is looking. part:ApplyImpulse(camera.CFrame.LookVector * throwPower) is a classic way to do it. It's simple, effective, and feels great when you nail a long-distance shot.

Dealing with collisions and glitches

Let's talk about the elephant in the room: clipping. Physics objects in Roblox love to glitch through the floor if they're pushed too hard. If your telekinesis script applies too much force, the part might move so fast in one frame that it bypasses the collision check for the ground.

To prevent this, you can put a cap on the maximum velocity. Another trick is to slightly disable collisions between the held object and the player's character using CollisionGroups. There's nothing more frustrating than grabbing a box and having it smack you in the face, sending your character flying across the map because the physics engine got confused.

Fine-tuning the rotation

Most people focus so much on the position that they forget about the rotation. If you grab a chair, it shouldn't just stay at whatever weird angle it was on the floor. It should probably level out or face the way the player is looking.

Using AlignOrientation is the best way to handle this. You can set it to be somewhat "loose" so the object can still wobble if it hits something, but it will gradually return to a set rotation. It adds a layer of polish that makes the roblox telekinesis script physics feel much more professional.

Putting it all together

Building a system like this is an iterative process. You'll probably spend more time tweaking numbers in the Properties window than you will actually writing the code. You'll find yourself asking: "Is it too fast? Does it feel too light? Why did that bus just launch into orbit?"

But that's the fun part of working with Roblox physics. It's unpredictable and a bit chaotic, but when you finally get the damping and the power settings just right, it feels amazing. You end up with a tool that isn't just a script, but a core gameplay mechanic that players will want to mess around with for hours.

Just keep an eye on your performance. Moving a dozen objects at once with complex constraints can get heavy on the CPU, especially on mobile devices. Always make sure you're cleaning up your constraints and scripts when the player isn't actively using their powers.

Experiment with different forces, try out the newer VectorForce objects, and don't be afraid to break things. That's usually how the coolest physics interactions are discovered anyway. Happy scripting!