I’ve never attempted custom movement without a humanoid before and I don’t think the process is going to be similar to Unity so I did some research and most posts had mentioned using bodyforce and bodygyro, but iirc these are depreciated I suppose I could still use it anyways, but if there are newer/better methods I’d rather go with them.
p.s: Because some people might say to just use the default movement. I’ve decided to come back to Roblox for a quick side project and after using Unity for 5ish months I’m kind of used to doing everything myself and I’d like to continue that on Roblox starting with movement.
There’s tons of different things that go into movement; states, animations, animation swapping, sounds, input controls, platform flags, camera, you would have your work cut out
I’m just trying to get basic movement I’m not worried about all that extra stuff which isn’t that much of an issue since I’ve already done most of it in previous projects.
I’d use my C# code as a reference, but I don’t think any of it is going to be very transferable besides the main concept of having a vector3 variable for the move direction and getting user input other than that I’m not sure how I’d apply it to the character since it would be the humanoids job to handle that.
A lot of other stuff is affected without having a humanoid,
although all you want is basic movement you’d have to redirect all that other stuff to your custom system otherwise it’d be absent
I guess what you could do is start with the documentation on Humanoid
Humanoid (roblox.com)
and recreate the functionality of what the Humanoid serves.
I don’t really understand, why not just have custom animations and state changes through ActionBindings, why do you want to remove the Humanoid again? I mean you could simulate custom movement without having to completely redesign the Humanoid, man, it’s a huge class