The farther away the target is, the faster the body position moves, but I don’t want it to act like that. The problem with using a body velocity instead is that I want it to slowly slow down as it reaches its destination and a body velocity goes at a constant speed and then abruptly halts when it’s done, like a linear tween.
Have you heard of RocketPropulsions before? Unless if you just want to entirely do it with BodyPositions?
Well thanks for the suggestion, I tried it out but it doesn’t really gradually slow down and it shakes when it’s not moving.
This is what I wanted it to look like. I achieved this by using tween service, but I’m not doing it this way because it lags unless your computer is powerful. It generally doesn’t lag for me, it only started lagging when I was recording and my computer’s resources were being used, but I don’t like that because lower end devices won’t be able to play my game. I thought I could solve the lag issue by tweening it on the client instead of the server but for some reason when I tween it on the client the character doesn’t move at all.
I don’t know if you can tell because it’s lagging, but the character gradually slows down as it stops moving instead of abruptly halting.
Basically there is a property called P (Power) which determines how aggressive the force is to get to its goal position. And on the other hand the property called D (dampening) determines how much dampening is applied when reaching the goal position. You can also just lower the MaxForce of the BodyPosition to limit how fast it can go.
I would mess around with these values and see if that gets the intended result.
I already did. Changing P and D won’t affect whether it accelerates if the target is farther away, and once max force is under a certain number it doesn’t move at all.