Im using BodyVelocity along with a simple custom movement to move the player on the wall, and to get the velocity i get the cross product of the face normal and Vector3.new(0,1,0) to move them
looks amazing. Are you planning on making it open source? I think making it open source would really open the doors up to a lot of developers as there are probably a few that have been trying to do so but failed (one of them is me).
I think i would like to in the future, but theres still a lot of tweaking i need to do with it first. I also dont want to release it until i get the animations really good because they can be improved on.
This is really cool, I’ve always wanted to see a wallrunning system in Roblox as I am a fan of the Titanfall games (in which they have really good wallrunning).
This is a little unrelated, but I would assume that you’re fully delving into parkour movements with this. Do you think it would be a stretch to apply these concepts to achieve rail grinding? That’s something I’ve been fascinated in trying to get into, but can’t figure out how to start.
That aside, to address the actual creation here, this is really cool. Are you by any chance able to filter out what surfaces are candidate to be able to wall run against, or is this applicable to just all wall surfaces? I think it’d be pretty awesome to be able to determine what areas you can and can’t perform wall running against.
Currently, I have it limited to flat surfaces. I check the surface normals to make sure its straight up and down. I also have a tag with collection service in case i would like to blacklist certain parts. Depending on what material surface you are running on, the friction can effect how much you slide down. For example, running on ice makes you slip faster than concrete.
About rail grinding, I remember reading a post about it and they mentioned they used like “anchor pints” or whatever they are called as a like points (i cant remember what they are called) Like a table of attachments i think where they would move the player from point to point. Thats all I know about rail grinding systems.