VR Throwing Mechanics

I have a grabbing system that makes it so when I press down on the grip button it puts a weld on the item and I am able to hold it, but if I release the grip button it deletes the weld. The issue is that when I try to throw the item it won’t go in the direction I throw it.

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You can use :ApplyImpulse() on the parts.

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Thank you. It works, but one quick question. How do I make the throwing smoother? It kinda lags a bit when I release it before it gets launched.

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You could make the player network owner of the thrown object.

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It sort of works. There’s no delay when you throw it, but once the weld is deleted and the ownership is set the ApplyImpulse does nothing.

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Now the player has network ownership, the player must use ApplyImpulse.

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What do you mean? The code I have for the Impulse is this:

object:SetNetworkOwner(player)
object:ApplyImpulse(-(LeftHand.CFrame.RightVector) * 5)
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What I mean is you need to fire a remote to the player’s client for them to use ApplyImpulse.

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I also have another issue. When the part is welded to my hand its velocity is 0,0,0 and that’s the same for my hand. What should I do? All I’ve found about this topic is this: part.Velocity being 0,0,0 - #5 by Pan_Shyrikys , but he doesn’t say the solution.

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