The new server authority system is incredible but an issue I’m facing is that it now overwrites the player’s rotations. This breaks rotation/headturn systems such as having the client look up/down or having them rotate to face custom directions while moving.
I have tried using a custom PlayerModule and modifying it to never set the player’s rotation and to keep Humanoid.AutoRotate false at all times, but I can’t figure out how to overwrite the new Server Authority’s default player movement systems’ rotations with my own custom character rotations, and since it’s relatively new there’s no resources about this. I want to be able to control the direction the character is facing while they still move with the default borrowed physics/input.
what do you mean rotation?
You mean root of the character?
In that case you need to write own PlayerModule
Like FPX
Server authority does not override transform of joints or bones either all it does is just handle inputs through IAS
When players move in a direction, default roblox mechanics have their character face the direction they are moving
I want to be able to control the direction the root part is facing so that they are still moving but can move one direction while facing another
This was easily possible before, but if Server Authority is enabled, Server Authority now conflicts with this and forces the character to face the direction they are moving. I have a system that works perfectly fine before, and then abruptly stops working when enabling Server Authority due to the new conflict.
It feels like a simple enough task that I should be able to modify the PlayerModule for instead of writing an entire custom movement system. There’s thousands of lines of code in the default PlayerModule that I want to remain exactly the same. I just want to control the player’s facing direction.
To overwrite how default movement controls character rotation, comment out the CFrame setting around line 888 in ControlModule (there’s a few lines to comment out)