Coding a roblox pet following system script that works

If you're trying to put together a roblox pet following system script, you've probably noticed that making a part just "follow" a player is actually trickier than it looks. It's one thing to have a cube glued to your back, but it's another thing entirely to have a smooth, responsive companion that feels like it's actually part of the game world. Most developers start out by just anchoring a part and updating its position every frame, but that usually ends up looking jittery and mechanical. To get that "simulator style" feel, we need to dive into how Roblox handles physics and CFrame.

The cool thing about Roblox is that there are about a dozen ways to do the same thing. You could use simple loops, you could use the newer Mover Constraints, or you could go old-school with BodyMovers. Honestly, if you want something that doesn't lag the server to death, you've got to think about where the script is actually running.

Why physics-based movement is usually better

When you're writing your roblox pet following system script, you have to decide between setting the pet's position directly or letting the physics engine handle the heavy lifting. If you just set the CFrame every single frame using a RenderStepped loop, the pet will look perfectly snapped to you, but it won't have any weight. It won't tilt when you turn, and it won't "catch up" if you suddenly sprint away.

Using something like AlignPosition and AlignOrientation is generally the gold standard now. These are "Mover Constraints." They basically tell the physics engine, "Hey, I want this pet to try its best to reach this specific spot and face this specific direction." Because it's physics-based, the pet will have a tiny bit of natural drag and momentum, which makes it feel much more "alive" than a static part just teleporting behind you.

Setting up the basic logic

Before you even touch the script, you need a pet. Usually, this is just a Model with a "PrimaryPart" (usually a transparent box called RootPart) that contains all the meshes and decorations. Make sure the pet's parts are all CanCollide = false. There is nothing more annoying in a Roblox game than trying to walk through a door and getting stuck because your pet's hitbox is wedged in the frame.

In your script, the first thing you need to do is identify the player's character. Once you have the Character and the HumanoidRootPart, you have your target. The pet isn't going to follow the player's head or feet; it's going to follow a specific offset relative to the HumanoidRootPart.

The math behind the offset

You don't want the pet inside the player's body. You want it maybe 5 studs behind and 2 studs to the right. In a roblox pet following system script, we use CFrame math for this. Instead of just adding numbers to the player's position, we multiply the player's CFrame by another CFrame.

It looks something like this: local targetCFrame = playerRoot.CFrame * CFrame.new(3, 1, 4)

This tells the script to find a spot that is 3 studs to the right, 1 stud up, and 4 studs back relative to whichever way the player is facing. If the player turns around, that "spot" moves with them automatically. That's the magic of CFrame—it handles the rotation and position all at once.

Handling the movement on the client

This is a mistake a lot of beginners make: they put the whole roblox pet following system script in a Script (Server-side) inside ServerScriptService. While that works, it's going to look laggy for the player. Because of the tiny delay between the player moving and the server receiving that movement, the pet will look like it's stuttering or trailing way too far behind.

The best way to do it is to handle the actual movement in a LocalScript. You can still keep the pet model on the server so other players can see it, but you should give "Network Ownership" of the pet to the player it belongs to. This lets the player's computer calculate the physics for their own pet, making it look butter-smooth on their screen.

Making it fancy with bobbing and tilting

If the pet just slides across the floor like a hockey puck, it's going to look a bit boring. To spice up your roblox pet following system script, you can add a simple sine wave to the height. By using math.sin(tick() * speed) * amplitude, you can make the pet gently hover up and down as it follows you.

Tilting is another great touch. When the player moves left or right, you can calculate the "velocity" of the pet and apply a slight rotation to the body. If the pet is moving forward fast, maybe it tilts forward a bit like it's leaning into the wind. These tiny details are what separate a professional-looking game from something thrown together in five minutes.

What about multiple pets?

If you want the player to have three or four pets following them at once, you can't just hardcode one offset. You'll need a little table or an array to keep track of them. You can use some basic trigonometry to arrange the pets in a circle or a semi-circle behind the player.

Basically, you take the 360 degrees (or 2π radians) and divide it by the number of pets the player has equipped. Each pet gets its own angle, and you use math.sin and math.cos to calculate their specific X and Z offsets. It sounds like high school math class, but it's actually super useful for making sure the pets don't all clip into each other.

Optimizing for performance

If you have 50 players in a server and each player has 3 pets, that's 150 moving objects the engine has to keep track of. To keep your roblox pet following system script from tanking the frame rate, you should make sure you aren't running heavy calculations every single frame if you don't have to.

Using Task.wait() instead of wait() is a good start, as it's much more efficient. Also, if a player is standing perfectly still, you can tell the script to stop updating the pet's position until the player moves again. There's no point in burning CPU cycles to move a pet to a spot it's already at.

Common bugs to watch out for

One thing that drives developers crazy is when the pet starts flying away into space. This usually happens because of a physics conflict. If your pet's BodyPosition is trying to pull it to the player, but the pet is also colliding with the player's leg, the physics engine will freak out and launch the pet (or the player) into the stratosphere. Always double-check your CollisionGroups or just turn off CanCollide on the pet entirely.

Another issue is "rubber-banding." If the pet's speed is set too low, it'll never catch up to a player who is sprinting. If it's too high, it'll vibrate violently when it reaches its destination. Finding that "sweet spot" for the P (Power) and D (Damping) values in your constraints is key. You want it to be snappy but not jittery.

Wrapping things up

Building a solid roblox pet following system script takes a bit of trial and error, but it's one of the most rewarding things to get right. Once you have the basic movement down, you can start adding things like walking animations, sound effects when the pet jumps, or even little particle trails that follow them around.

Just remember to keep it smooth, handle the movement on the client side whenever possible, and don't forget to turn off those collisions. Whether you're making a massive clicking simulator or just a small hang-out game, a polished pet system makes the whole experience feel way more professional. Take your time with the math, test it out with different walk speeds, and you'll have a companion system that players will actually enjoy having around.