Making a Cool Roblox Black Hole Script Physics Setup

If you've ever tried to create a roblox black hole script physics system, you know it's way more than just making a big black ball and hoping things move toward it. To actually make it feel "heavy" and dangerous, you have to mess around with some pretty specific physics logic. It's one of those projects that looks simple on the surface but can get really chaotic once you start pulling in every loose part in the Workspace.

I spent a few hours the other day trying to get a singularity to feel right in a sandbox game. It's funny because, in Roblox, gravity is usually a constant thing. You fall down at a set rate, and that's it. But a black hole flips that on its head. You're basically telling the engine, "Hey, ignore the floor for a second; everything needs to go there."

Why the Physics Part is Tricky

Most people starting out think they can just use a Touch event. Like, if a part touches the black hole, delete it. But that's not really a black hole; that's just a trash can. The magic happens in the "event horizon" area, where things start to swirl and struggle.

To get a decent roblox black hole script physics effect, you have to deal with vectors. Specifically, you're looking at the direction from an object to the center of your black hole. If you calculate that vector and then apply a force to the object in that direction, you get that classic "sucking" motion.

The problem is that if the force is constant, it looks a bit robotic. Real-ish physics (or at least the kind that looks good in games) needs to get stronger as things get closer. This is where the inverse square law comes in, though you don't have to be a math genius to script it. You just need to make sure the "pull" variable increases as the distance variable decreases.

Setting Up the Scripting Logic

When you're writing the script, you'll probably want to use a loop. A while true do or task.wait() loop is the standard way to constantly check for nearby parts. However, if you have a massive map with five thousand parts, checking the distance of every single one every frame is going to make your server cry.

A better way to handle the roblox black hole script physics is using something like GetPartBoundsInRadius. This is a built-in Roblox function that only looks for parts within a certain distance of a point. It's much more efficient. You tell it the center of your black hole and how big your "danger zone" is, and it gives you a list of everything inside that circle.

Once you have that list, you loop through those specific parts and apply a LinearVelocity or an ApplyImpulse. I personally prefer ApplyImpulse for a more jerky, chaotic feel, but LinearVelocity is better if you want that smooth, inescapable slide toward the center.

Making It Look as Good as It Feels

Physics is only half the battle. If your black hole is just a floating neon sphere, it's going to look a bit cheap. You need particle emitters—and lots of them.

Think about the way light bends around a real black hole. You can't really do "gravitational lensing" easily in Roblox without some crazy glass-material hacks, but you can fake it. Use a ParticleEmitter that sucks particles inward instead of blowing them outward. It sounds simple, but most people forget to change the acceleration to a negative value. When you do that, the particles start flying toward the center, which really sells the idea that the roblox black hole script physics are actually working.

I also like to add a bit of a "spaghettification" effect. As parts get really close to the center, you can script their size to slowly shrink while their length increases. It's a bit of a CFrame headache to get the orientation right, but it makes the destruction look way more violent and "space-y."

Dealing with Player Characters

Players are the biggest headache when it comes to any physics script. Roblox humanoids are built to stay upright and resist external forces. If you just apply a basic force to a player, their internal "Humanoid" logic will often fight it, making them jitter or hop around like crazy.

To make the roblox black hole script physics work on players, you usually have to do one of two things. You can either set the Humanoid's state to "Ragdoll" or "PlatformStand." This basically turns off their ability to walk and lets the physics engine take full control of their body.

There's nothing funnier than seeing a player try to run away, only for the gravity to catch them, flip them into a ragdoll state, and slurping them into the void. It adds a level of stakes to the game that you just don't get with static obstacles.

Performance and Lag Control

I mentioned this briefly, but it's worth double-downing on: be careful with how many parts you're moving at once. If your black hole is in a destructible city and you're pulling in 400 buildings at the same time, the physics engine is going to lag.

A good trick for keeping your roblox black hole script physics smooth is to "Anchor" parts once they get close enough to the center, or just destroy them entirely before they stack up. If you have a hundred parts all colliding with each other at the exact center of a black hole, the engine tries to calculate all those collisions simultaneously, which is a recipe for a 1000ms ping.

I usually set a "kill zone" in the very center. Once a part's distance from the center is less than, say, 2 studs, I just call :Destroy(). The player doesn't see it because it's usually hidden by a bunch of dark particles or a solid black sphere, and it keeps the workspace clean.

Customizing the Gravitational Pull

Not every black hole needs to be a "game over" button. Sometimes you want a "mini" version that acts more like a gravity grenade. In that case, you can tweak the script to have a falloff.

You could make it so the pull is really weak at the edges, giving players a chance to escape if they react fast enough. I've found that using a Lerp (linear interpolation) for the force strength makes it feel much more natural. It gives the objects a sense of momentum. They start slow, pick up speed, and then eventually hit that point of no return.

It's also fun to play with "orbital" physics. Instead of just pulling things straight in, you can add a bit of tangential force. This makes parts swirl around the black hole in a disk shape before they eventually fall in. It's a bit more math-heavy because you're calculating a perpendicular vector, but man, it looks cool. If you're going for a "space epic" vibe, that swirling accretion disk is a must-have.

The Fun of Experimentation

The best part about messing with a roblox black hole script physics project is that there's no "right" way to do it. Some people want a realistic simulation, while others just want a giant vortex that flings things across the map.

I've seen versions where the black hole actually grows as it "eats" parts. Every time a part is destroyed, the script increases the scale of the sphere and the radius of the gravity pull. It turns the game into a literal race against time as the hole slowly consumes the entire map.

Whatever you're building, just remember to keep an eye on your script performance and make sure your vectors are pointing the right way. There's nothing more embarrassing than accidentally creating a "white hole" that flings everyone into the sky because you forgot to put a minus sign in your force calculation. Actually, wait—that sounds like a pretty fun bug. Maybe try both!