I’m trying to create a moving platform similar to the one in the Squid Game mini game “Mingle Carousel.” The platform should spin smoothly and allow players to move with it. However, I’m encountering a glitch: the platform starts working only when I turn CanCollide off, but this causes players to no longer spin with the platform.
I’ve looked into solutions on the Developer Hub and found some methods for moving platforms, which partially work. However, in this mini-game setup, the platform glitches due to having a central object and invisible walls. My current workaround involves connecting all spawn parts to the platform and repeatedly teleporting players to the spawn parts to simulate spinning. While this works, I’d like to find a better solution.
You can add an Angular Velocity to the platform. Because it also does physics simulations unlike tweening or lerping. You can also try to make a separate collision group for the platform, so the players can collide but the objects around it can’t.
I did use it, but the problem is that when it spins, it has these weird Collision issues. The only real solution right now is turning CanCollide off which just defeats the whole purpose of platform. I was wondering if there is a better way of handling this or something.
The first one is not a free model, it is a part that shows how to use a prismatic constraint to spin a part. The second one is a part with a circle of pads welded to it - for the same purpose.
If you got it from a toolbox, its a free model, because they are free, and anybody can use them, there is also no guarantee that the models are safe and don’t have a back door.
Please don’t refer people to free models, people use them without understanding what they do, which is a terrible way to learn.
It also leaves a bad habit, because its probably the fastest way to make a game.
There’s quite a few suggestions here but what I recommend is to use constraints for this.
Anchor the bottom platform and un-anchor the top platform
Under the model tab there should be something above where it says constraints that has a create button with a dropdown menu.
You’ll want to make a hinge constraint.
Connect one side of the constraint to the top part, and the other side to the lower part.
Once this is done find the X, and Z positions of the two platforms (these should be the same.) You will want to adjust the X and Z positions of the attachments in the constraint to match this so that the platform is centered while spinning.
Now go to the upper (unanchored) platform and change the AssemblyLinearVelocity to make it spin. Check which axis this is by rotating it the way you want and seeing which value changes for its orientation. (You will probably end up changing this value through a script though based on what it looks like you’re doing.)
Now you should have a spinning platform!
This is usually better than using scripts because the players won’t move with the parts and it will require more memory if you’re constantly changing a parts orientation to spin it.
I also made an example linked below for you to look at. SpinnyBoy.rbxm (4.3 KB)
Thank you very much. One question I have is how I can make the platform behave like a script that noclips through objects. While this approach worked, its glitches a lot due to invisible walls, the floor, and other objects. If you could help me with this, it would solve my problem.
Although roblox physics constraints are probably easier to use they can have alot more downsides.
Tweens have less of an impact on network resources, physics constraints can sometimes break, and may even be exploitable. Because the part can’t be anchored in order for the constraints to work, meaning the owner of the part will be the player if their character is close enough. Exploiters can then do anything they want to the basepart and it will be replicated to all other clients.
Of course you could manually set ownership to the server, but this can cause jittery physics compared to tweens.
I would suggest using tweens performance wise, but physics constraints are obviously easier.