[Full Release] The Future of Character Movement: Character Controller Library


There is code inside AvatarAbilities that automatically changes the collision between LowerTorso and UpperTorso, but it behaves strangely when using a Single Collider. It worked fine when I commented out the code that changes the collision of the avatar’s body parts, but it seems that action regarding this is needed regardless of my temporary workaround.


This is the video after I arbitrarily commented out the code.

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I believe he meant this, all I was doing was holding spacebar and quickly tapping either A or D every time I land.

It also seems like the jump animation may play in reverse sometimes while doing the same thing.

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We’ll be adjusting default move/jump positions for all touch platforms! Will update the FAQ section to reflect this, thank you.

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Question,. can this help fix characters vibrating on the server when they are standing on a moving platform? https://gyazo.com/8c2ce6dbf58e20df33159651d84e974b

To resolve the issue, you can change this property after copying and pasting the ControllerManager inside the character into StarterCharacterScripts.


Of course, since it simply disables the option and it might not be a good solution, but it works.
I left this comment for those who want the issue fixed immediately, separate from the report I am sending to Roblox staff. I would appreciate your understanding.

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Thank you for this feedback - it is extremely helpful.

We had seen the animations glitch where it continues playing on platforms even when you’re not moving your character, but we thought we had fixed it… Are you able to reproduce this consistently? Repro steps would be super helpful if you are able to.

As for the lack of smoothness, it’s hard to tell via a video, but we’ll try it out on our own devices/monitors and let you know if we identify a problem and fix.

Again, thank you for the feedback and please keep it coming!

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I noticed that BaseParts with CanCollide = false (and with CanQuery = true) are still detected during jumping & will allow you to keep jumping in air. Definitely not intended.

I’m still here. We spent several years trying to get it close enough that you could swap it out in obbies without noticing. I also learned a lot about the obby genre and community. We decided that we wouldn’t force them to change anything. That’s why this new one is “like humanoid” and not force replacing the legacy Humanoid controller.

That being said, we are still very interested in learning about what specific aspects of our new library aren’t good enough for you. Is it how the character turns while on the ground? The way it jumps?

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Can we get a way to enable this without publishing the game? There is reasons you may want this in local files, and restricting this to published games is a bit annoying.

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Add this folder to ReplicatedStorage, and require it

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I am unable to access the “Abilities” section of the Movement Section.
Updated and it is now there.

Hello!

Are we sure this is ready for release for R6 characters? I’d really like to use this, the controller is definitely more stable and customizable, but it doesn’t seem like R6 has been fully tested yet :confused:

You can stick to walls by just walking into them:

If you hold the spacebar, it doesn’t even hit the ground, and it spins slowly.

Happy to provide more repro steps or test further if that helps.

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Tried it out. The movement feels really weird, I also spin when I jump

(edit) rejoined and got this error

Jumping sometimes makes me double jump or fly

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Character seems to be able to jump while in mid-air (replication issue?)
Character is able to stick to walls (this could happen before, but it seems too easy to reproduce in this version)
Character slightly spins while standing (???).

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May i suggest features like gravity control, since it would be nice if i could edit each player’s gravity. Overall i tested this and only found 2 bugs

  1. I could not enable this with R6 characters
  2. Holding space to jump makes the character jump before even hitting the ground
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I like the idea, but there’s definitely a lot of bugs that need to be flattened! A lot.

Issues in this video (completely untouched starter place):

  • Jumping in mid-air
  • Completely broken animations after respawning
  • Slightly off animations (this has been an issue for a while)
  • Spawning as an invisible character

I also came back to studio to find more bugs, and saw this:

Like- what? Who cut me in half while I was AFK?


Another video, same place:

  • False culling
  • Broken animations
  • Phasing through objects
  • Touches being missed
  • Missing ragdolls

When fully invisible, my body parts were positioned in infinite. When the character flickers though, it definitely seems to be a culling issue of sorts.

Stupid

I bet the avatar joint upgrade is responsible for a lot of these bugs. With just this enabled, I experience a lot of animation issues.

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Thank you for reporting these issues. We’re working on fixes to both of these, and should have an update soon.

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I don’t know if this is intended design, but why is the option to access this restricted when the game is set to R6 only? (i know its been said that it supports both but this looks like a mistake.)

this limits any customization that isn’t in runtime!

but
it is available for r15 only and R15 + R6

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I’ve noticed a couple of bugs in this.

1: New AbilityManagerActor instances do not get added to custom characters, at least for me (when using player.Character = CHARACTER_MODEL).
2: I noticed that all the Abilities in the AbilityManagerActor have their attributes (such as Health) get synced with the Humanoid values. This does not apply to Jumping, which can be annoying because we have to manually change it. I don’t know if this is intended or not.

EDIT: Nevermind, that second one is completely wrong. The real problem is that changes made on the server to both the ControllerManager and the AbilityManagerActor and its descendents do not get replicated to the client at all.

I still seem to have a humanoid under my character when playtesting this feature. Is this intentional?