I have been using my dash system based on linearvelocity for awhile now but i kinda dont really like it because if i stand too close to an object so what are other good constraints that i could use?? any suggestions i wanna make it look like this dash testing - YouTube the saitama battlegrounds/ the strongest battlegrounds dash
you could use walkspeed for dashing, or do you think thats not what you want? (just realized its not what you want)
im trying to make like the dash system like saitama battlegrounds/the strongest battlegrounds
right now im just trying to figure out what kind of constraints they use like linearvelocity,bodyposition etc
and like i have noticed that the character wont get flinged when it dashes into an object ( i got flinged while im using linearvelocity) so now im thinking would they be using bodyposition for the dash because it feels awkardly similar
or they might be using linearvelocity just like mine but less maxforce
what if you just make it so when the player dashes it will create a hitbox that detects if a player bumps into something and then it will change the velocity?
i think i have figured out i think they are using linear velocity but right now im trying to figure out what maxforce value could work the best maintaining
hmmm like could raycast work? im thinking this might work
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