I have this little frog dude, and he has the ability to jump with an applied horizontal velocity. However, blatantly against irl physics, the frog will decelerate midair until an eventual stop—as if the air is as thick as honey.
This is obviously to help normal player models control themselves in the air easier, but that’s not what I want to accomplish. When the frog jumps, I want it to carry its horizontal velocity until landing.
I have tried a few things, including disabling Humanoid.StateType.FreeFall, disabling fluid dynamics on all model parts, and turning off friction on all model parts. Still, it drags midair.
I’m kinda aiming for the physics similar to when a humanoid is in PlatformStand.
Have you simply set the AirDensity property of Workspace to 0? This could have some unintended consequences, but should provide a fix for your frog. Client side you could set the AirDensity back to what you need so characters are unaffected.
Unfortunately, this also doesn’t work. It’s something to do with how humanoids work, making it so models slow to a 0 faster than other parts, which have normal physics. It isn’t a bug or anything, it’s just a feature I’m trying to figure out how to turn off.
Yeah that’s basically what I’m saying. I don’t think you can simply just turn it off, it’s an intrinsic feature of Humanoid. I don’t think it would be that hard to do though. I can try to come up with a script later