Creating a literal "anti-crash" script is technically impossible because scripts run inside the game engine. If the game engine crashes, the script stops running immediately.
A proper anti-crash script turns your game from "free target" into "too much work."
local AntiCrash = {}
-- 2. Clean up "NaN" or Broken Parts (Common cause of physics crashes) for _, v in pairs(workspace:GetDescendants()) do if v:IsA("BasePart") then -- Check for "Not a Number" positions (corrupted data) if v.Position.X ~= v.Position.X or v.Position.Y ~= v.Position.Y then warn("🛡️ Anti-Crash: Destroyed corrupted part:", v.Name) v:Destroy() endRisks and Considerations
While anti-crash scripts offer several benefits, there are also potential risks and considerations: