Roblox Custom Character Movement: Wall Running, Ledge Grabs & VectorForce Physics

2026-09-29 • DopaBrain Roblox Physics Engineering Team • DopaBrain Engineering

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Fast-paced movement mechanics like wall running, sliding, and ledge mantling define modern competitive action games. Attempting to build fluid parkour using default Humanoid state changes often results in sticky collision glitches, erratic momentum loss, and frustrating falls.

By leveraging modern Luau physics constraints—specifically `LinearVelocity`, `VectorForce`, and directional raycasting—developers can construct responsive, server-authoritative custom movement controllers that deliver AAA platforming feel across PC, console, and mobile.

1. Overriding Default Humanoid States for Fluid Parkour

Foundations of custom movement state machines in Roblox Studio:

2. Directional Raycasting & Surface Normal Alignment

Detecting runnable geometry and calculating traversal vectors:

3. Modern Physics Constraints: LinearVelocity & VectorForce

Replacing deprecated BodyMovers with constraint-based forces:

ReplicatedStorage.Controllers.WallRunController
-- Modern Wall Running Physics Controller (Client-Side)
local RunService = game:GetService("RunService")
local WallRun = {}
WallRun.__index = WallRun

function WallRun.new(character)
    local self = setmetatable({}, WallRun)
    self.Char = character
    self.RootPart = character:WaitForChild("HumanoidRootPart")
    self.Humanoid = character:WaitForChild("Humanoid")
    
    -- Setup LinearVelocity Constraint
    local att = Instance.new("Attachment", self.RootPart)
    local lv = Instance.new("LinearVelocity")
    lv.Attachment0 = att
    lv.MaxForce = 15000
    lv.RelativeTo = Enum.ActuatorRelativeTo.World
    lv.Enabled = false
    lv.Parent = self.RootPart
    
    self.Attachment = att
    self.LinearVelocity = lv
    self.IsRunning = false
    return self
end

function WallRun:CheckWall(side)
    local rayDir = (side == "Left" and -self.RootPart.CFrame.RightVector or self.RootPart.CFrame.RightVector) * 3.5
    local params = RaycastParams.new()
    params.FilterDescendantsInstances = {self.Char}
    params.FilterType = Enum.RaycastFilterType.Exclude
    
    return workspace:Raycast(self.RootPart.Position, rayDir, params)
end

function WallRun:Start(hitNormal, forwardDir)
    self.IsRunning = true
    self.LinearVelocity.VectorVelocity = forwardDir * 32 + Vector3.new(0, 4, 0)
    self.LinearVelocity.Enabled = true
    self.Humanoid:ChangeState(Enum.HumanoidStateType.Physics)
end

function WallRun:Stop()
    self.IsRunning = false
    self.LinearVelocity.Enabled = false
    self.Humanoid:ChangeState(Enum.HumanoidStateType.Freefall)
end

return WallRun

4. Procedural Ledge Grabbing & Mantle Transitions

Detecting ledges and executing seamless climb-up animations:

5. Mobile Touch Controls & Server Validation

Ensuring accessibility across devices while preventing teleport exploits:

Frequently Asked Questions

Why should developers use LinearVelocity instead of BodyVelocity in Roblox?

BodyVelocity is a legacy BodyMover deprecated by Roblox. LinearVelocity uses the modern constraint solver, offering superior physical stability, proper integration with mass properties, and predictable multi-platform replication.

How do you prevent a character from sliding down a wall while wall running?

Apply an upward force via VectorForce or configure the Y component of LinearVelocity to cancel workspace gravity (mass * 196.2). To balance gameplay, decay this upward force over 1.5–2 seconds.

How does surface normal raycasting work for wall running?

Raycasts cast horizontally from the character detect the wall and return a hit surface normal. The cross product of the normal with the global up vector (0, 1, 0) yields a forward traversal vector parallel to the wall.

How can developers prevent wall-running exploits on the server?

Maintain an authoritative server state check that casts rays from the player's replicated position to ensure a physical wall exists within 4 studs, and clamp maximum velocity to prevent fly-hacking.

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