If you've ever wanted to toss players across a map, you definitely need a solid roblox gravity gun script to make that happen. There is just something incredibly satisfying about picking up a random crate, spinning it around, and launching it at your friends with way too much force. It's a classic mechanic that we've seen in games like Half-Life, and bringing that same energy into the Roblox engine is a great way to spice up your game's physics.
Getting a gravity gun to work smoothly isn't just about making an object follow your mouse. If you've spent any time in Studio, you know that Roblox physics can be well, a bit chaotic. One minute you're holding a barrel, and the next, you're flying into the stratosphere because of a weird collision glitch. To build a script that actually feels good to play, you have to balance the coding logic with the engine's physics constraints.
Why Gravity Guns Change the Game
Most Roblox games are pretty static. You walk, you jump, maybe you shoot a sword or a gun. But when you introduce a roblox gravity gun script, you're suddenly handing the player a tool for creativity. It turns the environment into a weapon or a puzzle-solving kit. Instead of just walking around an obstacle, a player can pick up a piece of the environment and move it out of the way.
From a developer's perspective, it's also a fantastic way to learn about Raycasting and BodyMovers. These are two fundamental parts of Roblox scripting that you'll use constantly. Raycasting is how the gun "sees" what you're looking at, and BodyMovers (or the newer Constraints) are what actually do the heavy lifting of moving the parts around.
Setting Up the Basics
Before you even touch the code, you need a Tool. You can't have a script without something to hold it. Create a basic Tool in the StarterPack and give it a part named "Handle." If you're feeling fancy, you can find a mesh of a futuristic gun, but even a glowing neon block works for testing.
Inside that Tool, you're going to need a LocalScript. This is where the magic starts. The LocalScript's job is to listen for mouse clicks and tell the server, "Hey, I'm trying to pick this thing up." You'll also want a RemoteEvent in ReplicatedStorage because, as we all know, if it only happens on the client, nobody else is going to see you waving that shipping container around.
Raycasting: The "Eyes" of the Gun
The first step in any roblox gravity gun script is figuring out what the player is pointing at. We use WorldRoot:Raycast for this. Basically, you fire an invisible laser from the gun's tip toward the mouse's position in 3D space.
If that "laser" hits a part, the script checks if it's unanchored. You don't want players trying to pick up the entire map or the baseplate—that usually ends in a server crash or just a very confusing visual mess. A simple if part.Anchored == false check is usually enough to keep things under control.
Making the Object Float
Once you've identified the object, you have to make it move. This is where people usually get stuck. If you just set the object's position to the player's mouse every frame, it looks jittery and weird. It doesn't look like gravity; it looks like a glitch.
To make it look smooth, you should use AlignPosition and AlignOrientation. These are modern constraints that Roblox introduced to replace the older BodyPosition and BodyGyro. They allow the object to "drift" toward a target position, giving it that weight and momentum that makes a gravity gun feel authentic.
Handling Network Ownership
This is a technical hurdle that trips up a lot of beginners. In Roblox, the server usually controls unanchored parts. But if the server is moving the object while the player is looking at it, there's going to be a delay (latency). To fix this, your roblox gravity gun script needs to set the Network Ownership of the part to the player who picked it up.
When the player "grabs" the object via a RemoteEvent, the server should call part:SetNetworkOwner(player). This makes the movement instant and buttery smooth for the person holding the gun. Just remember to set it back to nil when they drop it, or the object might stay "owned" by them and behave weirdly for other players.
Adding the "Yeet" Factor
What's a gravity gun if you can't throw stuff? This is the best part of the script. When the player clicks again or releases a button, you want to apply a massive amount of force to the object in the direction they are looking.
In your code, you can do this by setting the AssemblyLinearVelocity of the part. Take the direction the camera is facing, multiply it by a high number (like 100 or 200), and boom—you've got a projectile. It's always funny to see a physics-based crate go flying across the map and knocking over a stack of parts.
Common Issues and How to Fix Them
I've seen a lot of people struggle with "the fling." This happens when the object you're holding hits your own character's hitbox. Since two things can't occupy the same space, the physics engine panics and launches you into space.
To prevent this, you should use Collision Groups. You can set the object being held to a specific group that doesn't collide with the player's character. Alternatively, you can just make sure the AlignPosition target is far enough away from the player's body that they don't accidentally touch. Trust me, it saves a lot of frustration.
Keeping it Secure
Let's talk about exploiters for a second. If you have a roblox gravity gun script that just lets the client tell the server "move this part to here," a hacker could potentially use that to move any part in your game.
Always validate on the server. When the RemoteEvent fires, the server should check: 1. Is the part too far away from the player? 2. Is the part actually "grabbable" (like a crate, not a building)? 3. Does the player actually have the gravity gun equipped?
If you don't add these checks, your game will eventually become a playground for people who want to delete your map one part at a time.
Polishing the Experience
If you want your script to stand out, you need some visual flair. A plain invisible force moving a brick is okay, but a glowing beam connecting the gun to the object is much better. You can use a Beam object or a Trail for this.
Sound effects are also huge. A low hum while holding an object and a loud "clunk" or "woosh" when throwing it makes the whole experience feel way more tactical. You can even add a little screen shake when a heavy object is launched to give it some literal weight.
Conclusion
Building a roblox gravity gun script is a bit of a rite of passage for many developers. It forces you to deal with the messy, fun, and sometimes frustrating world of 3D physics. But once you get it working—once you see that first object hover perfectly in front of your character—it's incredibly rewarding.
Whether you're making a puzzle game, a sandbox build mode, or just a chaotic battle royale, the gravity gun is one of those tools that players never get tired of. Just remember to keep your code clean, watch out for those physics flings, and most importantly, have fun launching things into the horizon. At the end of the day, that's what Roblox is all about anyway.