I’m experimenting with the new bodyMovers and they dont seem to be as good as the deprecated ones, im trying to curve a ball and I use linearVelocity, vectorForce, and angularVelocity. to curve it I previously used bodyVelocity, bodyForce, and bodyAngularVelocity. but for some reason it seems like the old ones work better/are more realistic. Am I using these new bodyMovers correctly? should I be using different bodyMover instances?
Hey I was struggling a lot with the Body Movers- try repeating this code but on the client- I take it you have done so on the server? The character replicates its own physics to the server so if you do it on the client it should be much smoother and utilising the new body movers should be a lot better.
self.OnClientEvent:Connect(function(Force, Duration)
local Character = Player.Character or error("Velocity Called From [SERVER], But Player Has No Character")
local Humanoid_Root = Character.PrimaryPart
if not Humanoid_Root then warn("Velocity Called From [SERVER] : Player Character Has No Root") return end
local Linear_Velocity = Instance.new("LinearVelocity")
local Attachment_Root = Instance.new("Attachment")
Attachment_Root.Parent = Humanoid_Root
Linear_Velocity.Parent = Attachment_Root
Linear_Velocity.Attachment0 = Attachment_Root
Linear_Velocity.MaxForce = 10000
Linear_Velocity.VelocityConstraintMode = Enum.VelocityConstraintMode.Vector
Linear_Velocity.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
Linear_Velocity.VectorVelocity = Force or Vector3.new(0,50,60)*(2)
task.delay(Duration or 0.1, Attachment_Root.Destroy, Attachment_Root)
end)