If you've been building a moving elevator or a fast-paced vehicle, you've probably searched for a roblox studio humanoid platform standing script to stop your character from tripping or sliding off. It's one of those weirdly specific Roblox quirks where physics just doesn't want to play nice with the character controller. One minute you're standing on a moving platform, and the next, your avatar is doing a faceplant or hovering in mid-air while the platform speeds away without you.
It's frustrating, but honestly, it's a rite of passage for anyone getting deep into Roblox scripting. The PlatformStand property in the Humanoid is both your best friend and your worst enemy, depending on how you use it. Let's get into how to actually handle this so your players stop falling into the void.
What is PlatformStand anyway?
Inside every Humanoid object in Roblox, there's a boolean property called PlatformStand. By default, it's set to false. When it's false, the Humanoid is constantly trying to keep itself upright. It's applying internal forces to make sure the "legs" stay under the "torso."
When you toggle a roblox studio humanoid platform standing script to set that property to true, you're basically telling the engine, "Hey, stop trying to balance this character." This is super useful when the character is on a moving part that's accelerating quickly. Without it, the internal "standing" logic fights against the movement of the platform, usually resulting in the character falling over or glitching through the floor.
The downside? When PlatformStand is active, the player loses most of their control. They can't jump, and they can't walk. So, you have to be really smart about when you turn it on and off.
Writing a basic trigger script
The most common way to handle this is by using a script that detects when a player is touching a specific part. Maybe it's the floor of a bus or a moving hoverboard. You don't want the player "tripping" because the bus turned too sharply.
Here's a simple way to structure a roblox studio humanoid platform standing script that triggers when someone steps on a specific part:
```lua local platform = script.Parent
platform.Touched:Connect(function(hit) local character = hit.Parent local humanoid = character:FindFirstChild("Humanoid")
if humanoid then humanoid.PlatformStand = true -- You'd probably want a way to turn it off later! end end) ```
Now, that script is a bit too simple for a real game. If you just leave PlatformStand on, the player is stuck forever. You usually want to pair this with a "StateChanged" event or a simple timer. Or, more effectively, you check if they are still touching the platform.
Why your character still slides around
Even with a roblox studio humanoid platform standing script active, you might notice your character drifting. This usually happens because of friction. In the Roblox physics engine, characters are actually quite "slippery" by default so they don't get stuck on corners while walking.
To fix the sliding, you often have to mess with the CustomPhysicalProperties of the platform itself or the player's feet. If you bump up the friction on the platform part to something like 2 or 5, the character will "stick" to it much better while in the PlatformStand state. It feels way more natural and stops that annoying "slowly sliding off the back of the boat" feeling.
Handling the state transition
One thing that trips up a lot of developers is that PlatformStand is actually a state of the Humanoid. If you want more control, you should look into Humanoid:ChangeState().
Sometimes, simply setting the property to true isn't enough because the Roblox physics engine might try to force the character back into a "Running" or "GettingUp" state immediately after. Using a roblox studio humanoid platform standing script that forces the state can be more reliable:
lua humanoid:ChangeState(Enum.HumanoidStateType.PlatformStanding)
This tells the Humanoid to specifically enter that physics mode. It's a bit more "authoritative" than just toggling the boolean. I've found that in high-lag environments or games with a lot of physics objects, forcing the state change prevents the character from flickering between standing and falling.
Dealing with "The Flops"
We've all seen it: you turn on the platform script, and the character just goes limp like a wet noodle. This happens because PlatformStand disables the upright force. If you want the character to stay upright but still benefit from the platform physics, you might actually need a different approach, like using an AlignOrientation or a BodyGyro (though BodyGyro is technically deprecated now, many still use it).
If you want the player to look like they are standing naturally while the platform moves, you might keep PlatformStand off but use a script to weld the player to the platform or manually update their CFrame. But honestly, for most "moving floor" scenarios, a well-timed roblox studio humanoid platform standing script is much easier to manage.
Network ownership: The silent killer
If your platform is moving and the player is jittering like crazy, it might not be your script at all. It's probably a network ownership issue. In Roblox, the player usually has "Network Ownership" of their own character. If the server owns the moving platform, there's a conflict between where the server thinks the platform is and where the client thinks the player is.
To fix this, some devs give the player network ownership of the platform they are standing on. It sounds counterintuitive, but it makes the movement buttery smooth for that specific player. However, if multiple people are on the same platform, you can't give it to everyone. In that case, you just have to rely on the server handling the movement and hope the roblox studio humanoid platform standing script keeps everyone's feet planted.
When to avoid PlatformStand
Believe it or not, you don't always need a roblox studio humanoid platform standing script. If your platform is moving slowly or using the newer TweenService on a Kinematic part, the Roblox character controller is actually getting pretty good at staying glued to the floor.
I usually only pull out the PlatformStand scripts when I'm doing something "extremer," like a plane doing a barrel roll or a car crash mechanic. If it's just a simple elevator going up and down, you can usually get away with just making sure the elevator floor has high friction.
Final thoughts on implementation
When you're writing your roblox studio humanoid platform standing script, always remember to include a "cleanup" function. There is nothing worse for a player than getting stuck in a flopped-over state because a script crashed or they jumped at the exact frame the platform turned off.
A good practice is to wrap your code in a task.spawn or use Debris service to ensure that if anything goes wrong, the player eventually gets their control back. You could also do a raycast check every half-second: "Is the player still above the platform? No? Okay, turn off PlatformStand."
It takes a bit of trial and error to get the feel right. Sometimes you want the player to feel the momentum, and sometimes you just want them to stay put. Play around with the friction, the state changes, and the timing, and you'll eventually find that sweet spot where the physics feels just right. Happy building!