Help With Custom Gravity

Hi! Recently got promoted on here so I can post, and it conveniently timed with an issue I’m dealing with!

I’m working on a space game. My goal is to do all custom gravity. I know EgoMoose has a public API that essentially does that, but that module 1. didn’t work when I was testing it a moment ago and 2. is smaller scale than what I’m looking for. So far I’ve got a bodyforce and a bodygyro inside of the humanoid root. For testing purposes, I have the character inside of a spaceship, and workspace.Gravity is set to 0. Every 1 second, the ship’s bodygyro is updated so the ship rotates on the x axis (tilts upwards in a circle). The character’s bodyforce is updated every 1 second to push the player downwards in whatever direction the root part is facing, and the character’s bodygyro copies the CFrame of the ship’s gyro.

I’m not entirely sure this is the best method of doing what I’m trying to achieve, but I know it isn’t working atm. As soon here: https://gyazo.com/06fe05fff62a9023e840dd0fd137a245 , the player successfully rotates with the ship for a moment, but around 60 degrees things get weird and the whole thing just kind of falls apart.

I’m really not even sold on using this method to get the job done. I essentially am trying to achieve a no-gravity workspace, and then ships that “generate gravity” relative to the ship’s chassis.

Help?

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You could create a LocalScript that measures the magnitude from the center of the ship to the cutoff point, and change Workspace.Gravity based on that.

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Some time later -
Was a solution to this found?

1 Like

Nope

:slight_smile:

charsetcetc