There have been a lot of LinearVelocity tutorials, and due to that I’m going to create a short tutorial on this.
For starters, you want to create a small anchored part at the target, put an attachment in that, and that attachment must be assigned to LinearVelocity’s attachment1.
For attachment0, make an attachment inside the origin part that you want to move, and assign that attachment to LinearVelocity’s attachment1.
You want to set LinearVelocity’s VectorVelocity to:
local positionA=originpartposition
local positionB=targetposition
linearvelocity.VectorVelocity=(positionA-positionB).Unit*speed
If you want some built in physics, you can use lerp to achieve this:
local positionA=originpartposition
local positionB=targetposition
game:GetService('RunService').Stepped:Connect(function()
linearvelocity.VectorVelocity=linearvelocity.VectorVelocity:Lerp((positionA-positionB).Unit*speed, .05)--.05 can be whatever lerp value you want. The lower the value, the more effect 'physics' will have on it.
end)