What should I use to achieve a rolling system?
A vector force? Changing the player’s velocity?
What is the best way?
What should I use to achieve a rolling system?
A vector force? Changing the player’s velocity?
What is the best way?
I would assume the best way would be to have an animation.
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.
Possibly using an animation where the player’s character is rolling in place, then moving the character while that animation is playing
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.
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.