Hi, I’m trying to code my own character controller and I was wondering if there was a way to override the default character controller to make my character able to walk on spheres.
I tried every egomoose’s gravity controller but they’re glitchy and stop working past a certain distance.
i think itd be better to tinker around with egomoose’s existing script instead of creating your own from scratch
youll be savin yourself a lot of pain, and since egomoose is an expert the code will probably be much better (no offense ofc lolol)
anymore specifics on why egomoose’s script isnt workin on ya?
the ControllerManager class and the new Humanoid.EvaluateStateMachine property should be your goto if you’re looking to program your own stuff, it’s incredibly hard to get stuff like wallrunning to work but it’s possible
how weird do the values get? usually numbers start to fuzz once the positions go to the millions, but I think some of that could still happen with 10k
i dont even know why youre going 10k studs away… but i guess thats something we can discuss later lmao
So Im working on a procedurally generated planets game and I started getting these weird CFrames.
I initially thought they were caused by floating point errors however I started testing and the maximum distance beforme these numbers started getting really akward was 10k studs away from 0,0,0.
Also beyond 4k studs the numbers start to get weird already.
The weird thing is that it seems as the distance from the character to 0,0,0 doesn’t really matters and the actual thing that affects the CFrames is the planet’s primary part position
And they get like, really weird, I might’ve found the line of code that causes it:
i think ive seen a similar game that uses the trick where it keeps the player around the center and actually moves the environment to the center so that big values dont get tricky
dont know the implementation details and I think it might be pretty hard to implement, so this might be a last resort lol
im not a CFrame math gal by any means but that 10,000 really starting to look suspicious
recordings on how wonky it gets can also be helpful, cause idk HOW wonky it is or whether its the position or the rotation
JESUS CHRIST thats cool and also slightly bit weird and haunted
it seems like the problem might be on self.Normal (since I assume everything else is a constant)
last resort might be to hard code some rotation values once position magnitude goes above 4k… but i want a smarter solution lolol
aight
hit it chief! (if ur comfortable with sharing ofc)
currently the only progress we have is with potential floating point errors with self.Normal
other than that we got nothing lol