My meshpart is unanchored and has a body velocity in it, but for some reason the body velocity doesn’t take effect at all. I’ve tried this with multiple meshes and multiple bodyvelocties. Seems to just be a studio bug but I’m wondering if anyone knows a way around this. Also, apparently normal parts work with body velocities until you change its material, then it gets messed up? Idk man this is just so buggy and annoying.
Different materials have different densities. This leads to parts having varying weight and mass.
You can see the different material types by doing the PhysicalProperties.new(Enum.Material)
or you can switch on custom physical properties on youpart
You can also simply check if it floats in water to get a estimate on how heavy it is.
Make sure your BodyVelocity has enough force to lift the part up alternatively use linear Velocity constraint instead.
1 Like
Thanks for explaining this. Raising the maxforce fixed the problem, I guess by allowing the body velocity to move more weight.