Friction cancels a lot of velocity when on ground

hey, as it’s pretty self explanatory in the title, the friction on the floor makes my character go WAYY shorter than it should be. I’m making a roll move where it gives you some velocity when you roll, however it’s not going as far as I intend it to.

this is when I roll without jumping

this is when I roll with jumping

and no, I don’t want to set the floor’s friction to 0, I tried setting the custom properties locally and it doesn’t seem to work

if you have a solution, please help me out! thanks :))

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bumping this topic, please I’m desperate

How are you handling the roll velocity? Do you ApplyImpulse()?
I believe it may be because of the character collision affecting the maximum distance. Could you try to set all Humanoid’s parts to not collide and let me know the result?

I’m using the AssemblyLinearVelocity property to handle it, and my character fell thru the floor lol

when the player rolls, turn them into an invisible sphere

interesting answer but I don’t know how that’d work lol