I’m trying to make some cubes spin using linear velocity and angular velocity and something like this should probably be handled by the client since it really isn’t important, however, as the title says it doesn’t work.
This is my code which does work when ran by the server, but on the client, the parts just fall into the void and the constraints have no effect.
local function Spin(part)
if not part or not part:IsA("BasePart") then return end
local attachment = Instance.new("Attachment")
attachment.Parent = part
local lv = Instance.new("LinearVelocity")
lv.Attachment0 = attachment
lv.MaxForce = math.huge
lv.VectorVelocity = Vector3.new(0,0,0)
lv.RelativeTo = Enum.ActuatorRelativeTo.World
lv.Parent = part
local av = Instance.new("AngularVelocity")
av.Attachment0 = attachment
av.AngularVelocity = Vector3.new(-1,-1,0)
av.MaxTorque = 250
av.RelativeTo = Enum.ActuatorRelativeTo.World
av.Parent = part
part.Anchored = false
end
for _,model in ipairs(UIAssets:GetChildren()) do
if model:IsA("Model") and model.Name == "Cube" then
Spin(model.Inner)
end
end