For those who do not know what a first person bridging system is:
It is where you can go into first person, aim your mouse at the void, and bridge forward off of land that you have already built.
I have made a first person bridging system, but there is one problem. I couldn’t figure out how to make it detect which way you were facing while bridging, so I couldn’t tell if you were bridging forward, or right.
I solved this by changing the block’s orientation that you are standing on relative to the player orientation (except rounded to the 90 degrees) and then just put the block forward.
The issue with that solution is when working with textured blocks, it rotates the textures and the player knows something weird is going on.
How can I fix this without rotating the orientation?
The related code:
FloorPart.Orientation = Vector3.new(0, Round(char.HumanoidRootPart.Orientation.Y),0)
local CF = FloorPart.CFrame*CFrame.new(Vector3.new(0,0,-3))
This is hacky, but can’t you just reset the part’s orientation after you set the CFrame?
Couldn’t you just use the camera’s lookvector?
Yeah, but it would be nice if I could avoid that, just to avoid the player thinking their game is glitchy if they ever see it idk. I am looking for other solutions first is what I am saying.
Well it has to be connected to the current build. It would be hard to get all the math right for it (at least for me). If you can come up with the script, then yeah, that could be good.
Hopefully this helps:
first person bridge.rbxl (39.8 KB)
I just used raycasting from the mouse’s position to the block beneath the player and then positioned a part relative to that floor block’s CFrame based on the normal id from that raycast result.
Keep in mind that in order to do this you need an invisible part that the mouse can hit which acts as a floor for all your blocks.
yo how u make the bridging system?Pls give a clue =((( im trying to make a building system with bridging system
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