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.
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.
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!
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?
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.
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
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.
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 (???).
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.
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!
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.