How to prevent player from bouncing?

Hello there. I’ve been trying to recreate FE2’s (Flood Escape 2) sliding mechanic. I am so close to finishing it, but there is this small bouncing that’s been bugging me so much lately. (Video might lag) https://gyazo.com/833b1ad86eb12fd05120eb00305af1d5

The function that creates the body mover:

function runSlide()	
	if canSlide then
		canSlide = false
		
		humanoid.PlatformStand = true
		slideAnimTrack:Play(0.18)
		slideSound:Play()

		local gyro = Instance.new("BodyGyro")
		gyro.Name = "SlideGyro"
		gyro.P = 500
		gyro.D = 50
		gyro.MaxTorque = Vector3.new(math.huge, 2000, math.huge)
		gyro.CFrame = roopart.CFrame
		gyro.Parent = roopart
		
		local velocity = Instance.new("BodyVelocity")
		velocity.Name = "SlideVelocity"
		velocity.MaxForce = Vector3.new(18500, 1000, 18500)
		velocity.Parent = roopart

		if humanoid.MoveDirection.Magnitude == 0 then
			velocity.Velocity = roopart.CFrame.LookVector * humanoid.WalkSpeed
		else
			velocity.Velocity = humanoid.MoveDirection * humanoid.WalkSpeed
		end

		task.spawn(function()
			task.wait(duration)
			velocity:Destroy()
			gyro:Destroy()
			
			slideAnimTrack:Stop(0.13)
			humanoid.PlatformStand = false
			canSlide = true
		end)
	end
end

Any help would be very appreciated :smiley:!

Since it’s physics based with humanoid platform stand turned on.

Have you tried modifying custom physical properties for elasticity?

1 Like

Sry, can you maybe rephrase it?

I was referring to this property of a part PhysicalProperties

Sorry for the late response, but it still bounces even when I set it’s elasticity to 0.

am I late to reply?
I don’t know why it bounces either but I think it’s because the PlatformStanding together with an additional momentum
The issue is that, if you want the player to be able to pass through low places, you have to edit the player’s HipHeight and return it to its original value to avoid problems.
Like this:
image
What does the HipHeight do?
it just increases the hitbox, lowering it to 0 will make the player not get stuck (you can increase it to calibrate the hitbox but that’s your choice there)