how to stop control entities in roblox
If you mean disabling player controls in a Roblox game , the usual
approach is to do it on the client with the PlayerModule controls object,
then re-enable it when needed. A common pattern is Controls:Disable() and
later Controls:Enable().
Simple example
Use a LocalScript:
lua
local player = game:GetService("Players").LocalPlayer
local controls = require(player.PlayerScripts:WaitForChild("PlayerModule")):GetControls()
controls:Disable()
-- later...
controls:Enable()
This matches Roblox developer forum guidance that PlayerModule:GetControls()
returns a Controls object with Enable and Disable methods.
If you need movement but no input
If your goal is to move the character by script while blocking player input,
the forum also notes you can disable controls and then drive movement
yourself, or intercept specific actions with ContextActionService at a high
priority. One older example from Roblox discussions also shows
MasterControl:Disable() in earlier control systems, but that is legacy and
the PlayerModule approach is the current pattern.
For “entities” in a game
If by “control entities” you mean stopping enemy/entity control in a Roblox experience , that is usually a game-design or scripting issue, not a built- in Roblox feature. The safest fix is to identify which script owns the entity behavior and disable or gate that AI/state logic rather than trying to “delete” controls globally.
Common mistakes
- Putting the script in a normal Script instead of a LocalScript.
- Running it before
PlayerScriptsandPlayerModuleare ready. - Disabling controls without a reliable way to restore them later.
- Expecting mobile buttons to vanish automatically in every setup; older forum posts discuss special handling for that case.
Practical takeaway
For most cases, the clean answer is: use
PlayerModule:GetControls():Disable() in a LocalScript, then call Enable()
when the effect should end. If you want, I can turn that into a ready-to-paste
Roblox script for your exact use case.