So I noticed at when I played a tween immediately after another, there is a slight delay. I was trying to make a Pathway that tweens along those parts. Any help on how I could accomplish this?
if you dont overwrite the last tween before it actually completes or you are waiting until the tween is fully completed
fully completed meaning the tween has reached its end position/cframe which must be exact, so it would slow down to reach that and even though it looks like its done its still moving and once its fully completed it will play the next tween
so what do you mean by pathway tweening along parts? is it a part that tweens between many other parts
Yes. I want to tween a part through many other parts.
could you record a video of what it is doing right now
since in the video you are using a character you could use the built-in Humanoid:MoveTo() this should stop the delay
Well, that’s something that I thought of, but my waypoints are mid-air.
do they have to be in the air?
Yes. I want the parts to be mid air.
do you want the character to float up to the parts?
ill be back so try messing around with the tweens or add invisble parts equal to the y of the character so your could use moveto with the parts still in the air
To give a better perspective, this is something I want. So the character jumps onto another platform. I have seen this done to other games so I know it’s possible but I am not sure how.
You can set Humanoid.Jump
to true
to force it to jump like a normal player would by pressing space (it’ll automatically set it back to false when it does the jump).
try using this
It’s best to use lerping as if there are many parts it can change its path if anything changes unlike tweening.
Almost did the job, but it didn’t fully reach the point. It was half way there and then it moved to the next.
try setting the easing style to linear
Yeah, obviously I did that but it didn’t even touch the part.
I wish it’d work cause lerp isn’t so smooth.
It is if you put the increment smaller.