Hello! I’m currently making a physics based character controller system that entirely overrides default movement and I’ve got a question.
I have a velocity variable that gives the vector of where the player should be moving. I specifically say vector because the magnitude of it is extremely important. I cannot find a way to properly move the player with this magnitude instead of WalkSpeed without the character immediately falling over. I’ve tried AssemblyLinearVelocity, LinearVelocity, and VectorForce (all on the RootPart) and they all move the character super slowly, or just make it ragdoll. As stated earlier, the magnitude of the velocity is super important, so I can’t just use player:Move()
or something like that since I need a specific speed in multiple directions. If anyone knows how to do this, that would be great. I’m not sure if this belongs in Scripting Support or not since I don’t know if this is something I need to do programmatically.
Hmm well this may or may not be what you’re asking for but have you tried using an AlignPosition
?
Well the purpose of an AlignPosition is to align two attachments so that’s not really what I’m going for.
Well if one of the forces work, cant you just amplify one of those properties and make it move the character faster?
It just ragdolls at that point.
Dang, well right now I’ll look into some stuff and if I find something you might’ve not used yet I’ll let you know about it
EDIT:
Only somewhat reasonable thing I found was BasePart:ApplyImpulse()
I’ll try out ApplyImpulse as soon as I can, although from what I’ve read on it, I think it will probably do the same thing.
Just tested it, absolutely nothing happens.
Edit: I just tested LinearVelocity again, and I got the speed working, but the character still just ragdolls.
Dang, I searched the docs and some posts and there’s nothing else I could find. Honestly you might have to resort to something else or stick with the slow side effects of using LineaeVelocity or a VectorForce
Yeah, the issue is that I literally can’t. By “slow” I literally mean the player straight up moves like a thousandth of a stud every second… This really sucks since I never see anyone else have issues with character controllers lol
Wow I thought what you meant was like something like 3 or even 5 WalkSpeed type speed.
Yeah, the only sign of the character moving is the camera shaking a bit. Can’t even make that up XD
Does your movement system have to be specifically physics based (like only with Roblox provided forces)? Like does your system need to be like that?
I already tried messing around with a non-physics based system but making it smooth was a huge pandora’s box
Dang well I guess you can try to kinda necrobump this post tomorrow so maybe by chance someone else can help
Yeah, I’ll also try asking in some Discord servers. Thank you for your help, even if it didn’t work out. I appreciate it!!
Bump!