How can I move a part while accounting for roblox pyhisics(read post for more info)

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I want to be able to move a part but account for roblox physics. this might be hard to understand so let me show a clip of this being implemented

Humanoid:MoveTo()

Something like this should work, this isn’t exactly the most performant option, but it should do the trick.

what if I wanted to move a part, how exactly would I do that, let’s say a cube

You’ll probably want to use one of the constraints Roblox has. I personally don’t know anything about constraints so you’ll have to experiment.

so you’re saying just have a character for everything and just weld a part to it?

That’s the easy way out.​​​​​​​​​​​​​

could I make a custom block character rig and just use moveto for that?

^^^^^^^^^^^^^^^^^^^^^lookabove

As long as it has a humanoid inside of it.

basically a copy and paste of this thread (they used conquerors as an example too, lol)

if what you’re making is some sort of character, give it a humanoid and with just a single part named “HumanoidRootPart” using :MoveTo() will work.
(this is what conquerors uses, even for vehicles and ships, they are all humanoids)

if you just want to push an inert object, like a rock or a cube that wouldn’t be controlled by a player and doesn’t need to stand upright, then look into constraints. I recommend LinearVelocity

Any of the Mover Constraints and/or Mechanical Constraints.

Edit: Replied to wrong person, sorry.

I’m the developer of The Conquerors. I don’t use use or reference Humanoids anywhere in my game except to change the player’s WalkSpeed one time.

I use BodyGyro and BodyVelocity, but those are surely out of date now, as I originally coded them in 2011.

that’s crazy, did you decide on it because of something you didn’t like about humanoids?
I couldve sworn they were since i couldn’t really tell them apart if they were made with humanoids

I didn’t see a reason to use Humanoids. BodyMovers were simple and all they did was all I needed them to do, no other overhead. I’ve never used Humanoids to move a non-Humanoid character

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hmm, well using character rigs gave the same effect. I swear yours is the same. They both have that small error where they don’t get exactly where they should be

Units not moving to exactly where you intend them to be is just how I handle the unit movements. If I was checking their positions every frame, I could make them more accurate.

I don’t use Humanoids anywhere because I had a friend make the simple block movement script in 2011, and I never changed it from that. Humanoids are probably less efficient, since I don’t need anything else humanoids provide

Wouldn’t humanoids be faster because it is a pre-coded process?

I don’t think so, but I could be wrong. The physics still has to be calculated, and BodyMovers(or better yet, the new Constraints) are specifically designed for that, with no other overhead.

The real play is to calculate your own physics/collisions, and send the clients the data to render the models. But that’s a lot of work

May I ask, how you made the grouping mode int he conquerors. I notice that when you click somewhere it condenses them. I was wondering if your solution did not involve trigonometry.

I dont remember the exact formula. I think I find the extents of the selected units and shrink all the positions towards the middle until the extents are what I want them to be.