I’m working on a game that involves AirShips/blimps and I’m wondering what would be the best way to handle player physics while on them. Currently, I handle the player detection on the server inside the airship class module and then I fire a remote event which then triggers a function inside the client airship module that then opens a heartbeat loop and does the physics there. The only problem is that this means that for every airship in the game, a heartbeat loop is running checking for players within its hitbox and then when it finds one it then fires a remote event to client and that opens another heartbeat loop on the client. This seems a bit taxing. Now I’m wondering if it would be better to have one heartbeat loop on the client that iterates thru a table that contains all the airships in the server and checks for players within each airship and then does the physics adjustments. My second question is how would I make the players orientation be the same as the airships? I was using align-orientation but that makes it so that the player cannot rotate at all and only walk back and forth and side to side while on the ship. Any advice would be greatly appreciated.
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Are you using the physics engine? If so, characters (and other physics assembly bodies) should work fine on moving structures like a blimp. It would be very difficult to simulate this all yourself.
Yes I am, but say the player jumps, they do not stay with the airship, or if the airship tilts side to side they do not tilt with it