Dodge Rolling Physics Help

What should I use to achieve a rolling system?

A vector force? Changing the player’s velocity?

What is the best way?

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I would assume the best way would be to have an animation.

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Obviously you need an animation, but if I move the HumanoidRootPart’s position in animation, it wouldn’t really be physics based. If I wanted to change the direction or speed or distance of the roll it would be a pain.

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Possibly using an animation where the player’s character is rolling in place, then moving the character while that animation is playing

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Not trying to be rude, but my question didn’t ask anything about animation. Just the physics. I know how to animate it, that wasn’t my problem.

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I would change the velocity/use a BodyVelocity (pretty much same thing, obviously), as VectorForces could cause a bit of a headache because of confusing friction forces (I had a problem with VectorForces when I was implementing sliding because as the air has a small amount friction, objects would move considerably faster in the air than on the ground, and terrain had a lot of friction as well).

The only problem with BodyVelocity is that the velocity doesn’t attempt to slow down whenever something is blocking the object, so flinging could occur.

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