Looks interesting, could you share it with me here too?
My current workaround looks like this:
For some reason, if I dont set the player’s character to this model, then the model’s root part simply stops existing on the client (???). Through the many trials I’ve made, I’ve found that a client script working with a model as its controlled character simply doesnt work unless the player’s character is set to said model. Knowing that this is a requirement, and the model containing a humanoid is also a requirement, I’ve found that the best workaround would be to set the player’s character to a model, and have another model nested inside said model. Roblox core scripts dont recognize a humanoid or a root part inside the model and thus they dont kick in. This is what I will be using until I find a better solution. Will be leaving this post unsolved, just in case anyone finds any more information
Looks like I’ve been wasting my time folks, Roblox already put together an apparently versatile set of movement objects for use in custom movement systems
This has all of the behavior that ive been looking for, so it seems I’ve been trying to reinvent the wheel.
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