Creating your own roblox carry player script system

If you're looking to build a roblox carry player script system, you've probably realized it's a bit more involved than just sticking two parts together and calling it a day. Whether you're making a tactical shooter where you need to drag a downed teammate to safety or a goofy roleplay game where players can pick each other up, getting the physics right is the difference between a polished experience and a glitchy mess that launches players into the stratosphere.

Why carry systems are a game changer

Adding a mechanic like this isn't just about the "cool factor." It fundamentally changes how players interact with each other. In most Roblox games, players are independent units. They move, jump, and interact with the world on their own. When you introduce a system that lets one player physically control the position of another, you're adding a layer of teamwork—and let's be honest, a bit of potential chaos—that makes the game feel much more alive.

Think about those popular "Emergency Response" or "Life Simulator" games. The ability to carry someone to a hospital or even just move a friend who's AFK adds a level of immersion that a simple "teleport" button just can't match. But to get there, we have to look under the hood at how Roblox handles player characters and physics.

The core logic behind the system

At its heart, a roblox carry player script system usually relies on three main components: a way to trigger the carry (like a ProximityPrompt), a method to attach the two players (usually a WeldConstraint), and a way to handle animations so it doesn't look like two T-posing statues sliding across the floor.

The biggest hurdle is often the "Network Ownership" issue. If you've ever seen a player jittering wildly when you try to move them, that's usually because the server and the client are fighting over who "owns" that player's physics. When Player A picks up Player B, you usually want the server to take over or specifically tell Player B's client to stop trying to simulate physics for a bit.

Using ProximityPrompts for interaction

Gone are the days when we had to write complex magnitude checks in a while true do loop to see if a player was close enough to interact. ProximityPrompts are a lifesaver here. You can stick one inside the HumanoidRootPart of every player character.

When a player approaches another, the prompt pops up. When they trigger it, the script checks if the target is already being carried or if they're in a "downed" state. It's a clean, built-in way to handle the input side of things without cluttering your local scripts with UserInputService listeners.

Handling the attachment

Once the carry is triggered, you need to physically connect the characters. Most developers go for a WeldConstraint. It's simple, it doesn't require manual CFrame offsets once it's set, and it's generally reliable.

The trick is where you weld them. If you weld Player B's HumanoidRootPart directly to Player A's HumanoidRootPart, they'll just be inside each other. You usually want to create an offset. A common way to do this is to set the CFrame of the carried player to be slightly in front of or on the shoulder of the carrier right before the weld is created.

Another tip: disable the PlatformStand property on the player being carried. This stops them from trying to run or jump while they're being lugged around. If you don't do this, their animations will keep playing, and their internal physics engine might try to fight the weld, leading to that "shaking" effect we all hate.

Let's talk about animations

A roblox carry player script system feels terrible without proper animations. If you just weld two players together, they look like stiff blocks. You really need at least two distinct animations: 1. The Carrier Animation: This usually involves the player holding their arms out or hoisting something over their shoulder. Their walk cycle should also look "heavy." 2. The Carried Animation: This player should look limp, or perhaps they're struggling if it's a "kidnapping" mechanic.

When the carry starts, you fire a RemoteEvent to all clients to play these animations. Why all clients? Because if you only play it on the carrier's screen, everyone else just sees two people floating near each other in a default state.

Syncing the movement

One thing people often forget is the "mass" of the player being carried. Roblox physics can be a bit weird—if the carried player is considered "heavy," the carrier might move really slowly or tip over. You can fix this by iterating through the parts of the carried player and setting their Massless property to true temporarily. Just remember to flip it back once they're dropped!

Dealing with the "Physics Glitches"

We've all seen it: you pick someone up, walk into a wall, and suddenly both players are flung across the map at Mach 5. This usually happens because the hitboxes are colliding.

To prevent this, you should use PhysicsService to create a collision group. You can put the carrier in one group and the carried player in another, then tell the engine that these two groups should not collide with each other. This allows the characters to overlap slightly without the physics engine trying to "push" them apart with infinite force.

Security and exploit prevention

You can't talk about a roblox carry player script system without mentioning security. If your script just has a RemoteEvent that says "CarryThisPlayer(target)", an exploiter could potentially fire that event from anywhere and pick up anyone on the map.

Your server-side code needs to be smart. It should check: * Is the carrier actually close to the target? (Distance check) * Is the target already being carried? * Is the carrier already carrying someone else? * Is the target in a valid state to be carried (e.g., not dead or in a safe zone)?

Never trust the client to tell the server who it can pick up. The client should only send the "request," and the server should do all the verification before making any physical changes to the characters.

Making the "Drop" feel natural

Dropping the player is just as important as picking them up. When the carrier presses 'E' again or whatever your "drop" key is, you need to: 1. Break the weld. 2. Reset the PlatformStand property so the player can move again. 3. Set Massless back to false. 4. Stop the animations. 5. Clear the collision groups if necessary.

Sometimes, it's a good idea to give the dropped player a tiny "shove" or offset them a few studs away so they don't get stuck inside the carrier's hitbox the moment they're released.

Common pitfalls to avoid

One of the biggest mistakes I see is not handling what happens when a player leaves the game while being carried. If Player A is carrying Player B and Player B quits, Player A might get stuck in the "carry" animation or, worse, the weld might break in a way that breaks Player A's character. Always include a PlayerRemoving listener or a AncestryChanged check to clean up the state if one of the players disappears.

Another issue is the "death" state. If the carrier dies, the carried player should be dropped immediately. If the carried player dies, they should probably fall out of the carrier's arms. These edge cases are what separate a "meh" script from a professional system.

Wrapping it up

Building a robust roblox carry player script system takes a bit of patience, especially when you start tweaking the physics and animations to feel "just right." It's one of those features that seems simple on the surface but has a lot of moving parts—literally.

But once you get those WeldConstraints working, the CollisionGroups sorted, and the animations synced, it adds a whole new dimension to your gameplay. It encourages players to interact, help each other out, and creates those spontaneous "Roblox moments" that keep people coming back to a game. So, keep testing, don't ignore the edge cases, and eventually, you'll have a system that feels smooth and professional.