Character starts slipping on boat at around 71s

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve?
    I want to prevent the character from slipping on boat.

  2. What is the issue?
    The boat starts slipping at around 71s of run time regardless of when I activate my buoyancy script. Context: I found a open source skinned mesh ocean system online and wanted to use it for a game but realized that their buoyancy system wasn’t physics based. So for my implementation I used 6 attachments (attachment 0) with align positions in them to keep the boat afloat and their attachment1 being 6 other attachments that all get their world position changed (their height specifically based on wave height) and the boat successfully mimics some effect of buoyancy.

  1. What solutions have you tried so far
    However, after 71 seconds of runtime regardless of whether I disable the buoyancy script and wait after that period it all is the same. The character if on the boat, starts to lose grip and then completely ignores the boats friction entirely.

I made a script that checks all of the ships property changes and nothing seems out of the ordinary.

I tried doing an ApplyImpulseAtPosition script but the boat ended up being way to bouncy.

1 Like

I have gotten the impulse system working. I still want my question answered though.

Roblox physics,

Make sure everything in the boat is set to massless.

Instead of attachments, use AlignOrientation to keep the boat level with the water surface

How would I keep a boat aligned to the water? - Developer Forum | Roblox

Have you ever noticed in commercial games you are never allowed to walk around or move freely while whatever you’re in is moving especially if it’s moving fast. They always lock you down during that part, and this is why. Even games like Starfield, which boast that you’re in command of the ship and can move around freely in it, play this trick on you. When in motion, you’re welded to the chair.

Hope that helps, unless I’m misunderstanding your problem here.

I got it working with a second script that just applies an impulse at each attachment and when I give the center mass a forward velocity the character stays on just fine regardless of time. I think its just a roblox engine issue.