How to do 'Unanchored' floating parts?

Hey guys, what’s up? First thing is that i want to explain the title, with that i meant a part that floats above the surface of other part, but it is moveable by a player push, just like an unanchored part, my idea is making a star wars duel of fates fight on lava, but with that issue it’s getting kinda hard. Can someone help me?

I have only done a floatable part but it isn’t pushable or moveable at all.
Here’s the script i’m using so far

while true do
wait(0.1)
local v = script.Parent.Position
for i = 1,5 do
wait(0.1)
script.Parent.Position = script.Parent.Position + Vector3.new(0,i/40,0)
end
for i = 4,1,-1 do
wait(0.1)
script.Parent.Position = script.Parent.Position + Vector3.new(0,i/40,0)
end
for i = 1,5 do
wait(0.1)
script.Parent.Position = script.Parent.Position + Vector3.new(0,-i/40,0)
end
for i = 4,1,-1 do
wait(0.1)
script.Parent.Position = script.Parent.Position + Vector3.new(0,-i/40,0)
end
end

And well the concept it’s just like in Lightsaber battleground script but on other model style

See if this helps:

And this:

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Another place that might help is the one that used to be linked on the developer.roblox.com site under the VectorForce page. The link is broken, but it definitely gives some good examples of how to use the BodyMovers tools. I just saved a copy of the free place to my computer at the time:
New Body Movers Example.rbxl (35.0 KB)

None really helped, i need it to be likely unanchored to the air, so the player can push it with the own R6 body.

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The first one I sent shows you how to make one that can be pushed around

But it can’t be flingly, it has to be a horizontal piece that goes being pushed, not spinned around.

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You could possibly add some constraints which fixes the rotation in place

If you are using a BodyVelocity, or changing the Velocity Property.

Try using this →

BodyVelocity -

local Debris = game:GetService('Debris')
local BV = --[ your body velocity

Debris:AddItem(BV,TimeDuration)

Velocity Property →

local part = -- [ your part
part.Velocity = --[ new velocity
wait(Duration)
part.Velocity = Vector3.new(0,0,0)

Reply if worked!

The TorqueConstraint keeps items from spinning. It’s in the place I linked as well.
Try playing it! You’ll see how all the different setups for the Constraints react to your character pushing them around.

Alright, i’ll try everything you guys said, thanks very much!

BodyVelocity is deprecated and shouldn’t be used for new work, see here.

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