Tutorials•Updated October 5, 2026•3 min read

How to Make an Obby in Roblox: Layout, Checkpoints, and Tests

Build a short obstacle course, separate geometry from checkpoint logic, and test recovery, multiplayer, and mobile controls before publishing.

Make a short course readable first

Start with a spawn, a handful of anchored platforms, a clear finish, and recovery after a fall. Make a complete run understandable before adding shops or persistent progress.

Use the free course planner for inspectable geometry. It creates platforms only; jump reach and checkpoint behavior need Studio playtests.

Concept illustration for this Roblox creation guide
Concept illustration, not a Roblox Studio screenshot or proof of generated output.

Design the route

  1. Show the first platform and goal direction from the spawn.
  2. Keep early jumps forgiving while players learn controls.
  3. Introduce one obstacle, then vary it before adding another.
  4. Place recovery near harder sections.
  5. Make the finish different from an ordinary platform.
Separate layout from behavior
ElementInspectTest
PlatformSize, gap, anchoring, collisionCan your chosen character reach it?
HazardClear appearance and server consequenceDoes contact cause the intended failure?
CheckpointPer-player progress and activation orderDo two players retain separate progress?
FinishSingle completion per runDoes repeated contact duplicate rewards?

A small hazard reference script

Put this server Script under a hazard Part. It changes health only if the touched model contains a Humanoid. This is a reference example, not a claim of Studio execution; test it with your character setup.

local hazard = script.Parent
hazard.Touched:Connect(function(hit)
    local character = hit:FindFirstAncestorOfClass("Model")
    local humanoid = character and character:FindFirstChildOfClass("Humanoid")
    if humanoid then
        humanoid.Health = 0
    end
end)

Define checkpoint rules

Record progress independently for each player. Decide whether sequence skipping is allowed, when a run resets, and whether progress survives a new session. Session-only checkpoints do not need a persistent DataStore; saving adds separate failure-handling requirements.

Release checks

  • Complete a run without developer shortcuts.
  • Fall in every section and verify recovery.
  • Reset at a checkpoint and verify the destination.
  • Test two players progressing independently.
  • Test touch controls and camera visibility.
  • Try repeated finish contact and verify no duplicate reward.

Next: pick a mechanic and prepare release. Sources: BasePart.Touched and server validation.

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