My character keeps bouncing after teleporting it to the floor using raycasting.
Things I’ve tried; setting the char’s velocity to Vector3.zero, teleporting the character a bit above the actual floor (won’t work i’ve even tried 100 studs and it still bounces sometimes), anchoring it on fall (dosen’t work, anchors the player in the air even if the timing is correct)
You could try anchoring the player, teleporting the player, then unanchoring. The reason it bounces after teleporting is because it maintains the same velocity, even after being teleported.
An alternative to anchoring would be to use a LinearVelocity instance and set the VectorVelocity to Vector3.new{0,0,0} (ensuring that the instance has an attachment on the character), teleport the player, then either disable or destroy the LinearVelocity. Hope this helps.
This is because of the momentum carried from falling, which is kept even after teleporting and through animations. (Theoretically speaking) One way to fix this is by altering the player’s movement rather than fixing (making it still) it. This can be done by changing the AssemblyLinearVelocity (rate at which it’s moving). If that doesn’t work then uhh goodluck!
The problem is the humanoid is not even entering the state “Landed” upon touching the ground and bouncing, but it does enter “Landed” upon falling from the bounce initiated jump.
Nope, the animation isn’t skyrocketing the character, tough it’s moving it’s legs down a really small amount. The character isn’t even being skyrocketed but is being teleported by cframe down.
So, creating a new body mover with it’s velocity set to Vector3.new(0,0,0) (or Vector3.zero) and destroying it after the teleportation. This is probably because if there is a velocity affecting the root part, nothing else can affect it.