Use Anchored when a part must stay in place under physics. If a platform drops as soon as a test starts, the two-block experiment below helps separate an anchoring problem from a collision or script problem.
Find the actual part
Stop any running test. Select the troublesome object in Explorer; if it is a Model, expand it and select the physical child Part. Filter Properties for โAnchoredโ and enable it. Selecting a container is not the same as inspecting each surface inside it.
Robloxโs parts documentation distinguishes Anchored, CanCollide and the editorโs Lock control. A platform usually needs both anchoring and collision. Lock is about selection in the editor; it is not a physics repair.
Run a two-block comparison
In a separate Baseplate project, insert two unconnected blocks. Keep the floor below them. Give both blocks Size 4, 1, 4 and CanCollide = true, then set the following properties:
| Name | Position X, Y, Z | Anchored | Expected observation |
|---|---|---|---|
| StillBlock | -6, 12, 0 | true | Remains at the set position under gravity. |
| FallingBlock | 6, 12, 0 | false | Drops toward the floor when physics begins. |
Start Run to observe the blocks, then Stop. Record what you actually saw. Change only FallingBlockโs Anchored value to true in edit mode and repeat. If the comparison does not match the expected observations, check for an accidental connection, a script, or the wrong selected object before drawing a conclusion.
Interpret the symptom
| Observation | Next check |
|---|---|
| The whole loose platform falls. | Inspect Anchored on that specific Part. |
| The platform stays but the character falls through. | Inspect CanCollide; use the collision guide. |
| One decorative child drops off. | Inspect that child and its intended connections. |
| An anchored platform moves along a deliberate path. | Look for code or animation changing its transform. |
An anchored object can still be repositioned deliberately by code. The checkbox does not protect a property against scripts. Make the diagnosis from the observed motion, not just from the objectโs name.
Handle connected parts carefully
Welded parts can form one physical assembly. Roblox documents that anchoring one member affects the connected assembly in its assembly guide. Do not apply a stationary-floor fix to every part of a vehicle or mechanism. Compare the object with the mechanismโs intended setup first.
A Model folder alone does not demonstrate that its parts have the intended physical connections. For a suspected assembly issue, isolate a copy of the smallest relevant group; avoid experimenting across your whole saved build.
Verify the repair
After the platform remains still, use a character Test and walk across it from both directions. Check the next landing too. Save only after the route works as intended. Keep a short record: object path, previous Anchored value, new value, observed motion and result of the walking check.
Continue with the four-case collision exercise or apply the result to the five-platform practice course.
Updated September 22, 2026: Replaced general advice with a two-block comparison and a symptom-based repair checklist. Official references were checked for this revision. The exercises are original practice designs, not reports of gameplay testing. Qrajo is independent of Roblox. Editorial policy ยท Report a correction.


