That could work using physics to get the effect, but usually tycoon games that makes boxes/crates to travel along the conveyor belt are not using physics to make them travel.
That would be with tweening or looping, based on the system itself thru script
I dont understand what you mean… As I said for a conveyor belt for a tycoon game, its better to use tween to make the boxes to travel, and if you want an extra effect that pushes the player back you could use mover constraints or even the LinearVelocity in this way:
idk, theres a free model in toolbox that uses this same approach, and yup its doing a while loop setting the AssemblyLinearVelocity each iteration… But I made a game with many conveyor belts, and I didnt need to do a loop with the AssemblyLinearVelocity.
Still, the important thing with a tycoon game its not if the conveyor belt pushes the player or not, usually are the “boxes” that travels on the belt, which surely its better to do it with a tween
ehh not really, miner’s haven and other large tycoons use the velocity approach, tweens just don’t allow for much versatility and get annoying at a large scale (since you’re moving so many parts at such a large scale)
yeah Im the worst at trying to explain stuff xD
I mean that the “pushing” of the “stuff” on the conveyour belt, should be not handled by the physics engine.
Placing some models to be carried by the physics engine by using AssemblyLinearVelocity its not the best idea for me.
If its possible to move them on groups by somekind of tween, CFrame lerp, RS step, or something that not relies on the physics of the engine would be better for me.
When player stands on the converyour belt and its pushed back, yeah, AssemblyLinearVelocity would work, but, for massive amount of “boxes/stuff” on the conveyour belt, would be better to not use the physics engine to handle that. Still the worst at explaining what I think
Oh, you want them to move in a linear motion, got it. I was thinking of a (traditional) tycoon approach where the parts just get dropped onto a conveyor and into a collector, but you could make pre defined routes across the conveyors with tweens, or :Lerp on Stepped event. You could use that method, I guess.