Hello! I am currently reworking a combat system and I want to go from locking a player in place by anchoring a root part to a different method, due to the fact that the anchoring messed with other game elements.
How would I lock the player in place but still allow them some moblity?
Hi,
if you are controlling the character with a custom movement script, you can use humanoidInstance:Move(moveVector) to have full controll over character movement.
You typically calculate the moveVector you pass into the function based on inputs (register inputs with UserInputService) and stop listening to inputs whenever there is this kind of “cutscene” playing.
With humanoidInstance:Move(Vector3.zero) you can instantly stop the player.
I recommend to disable the “AutoRotate” attribute of the player’s Humanoid instance when manually controlling movement.