Humanoids are pretty bare-bones in terms of physics customization, many things require a completely custom-made character controller, and some people with ambitions don’t have the resources or skills to do something like that. Not even to mention the jank of HumanoidStateTypes; one of their many problems includes problems when reading incorrectly on next-frame operations, even after the use of :ChangeState(); there’s no way to easily configure many physics features that exist by default for Humanoid characters.
A problem I’ve run into consistently is the fact Humanoid air control is constant and non-configurable. My proposed solution would be two selectable air control modes for Humanoids, Absolute and Additive:
- Absolute, which is how Humanoids currently behave in the air, where a Humanoid will apply force necessary to reach it’s goal of its current movement direction multiplied by its WalkSpeed. This is perfectly fine for a lot of arcade-y type games, and of course obbys, but can pose a problem if you don’t prefer this behaviour and don’t have the ability or resources to create an entirely new controller.
- Additive, theoretically, would add horizontal velocity to the Humanoid’s current velocity based on its movement direction multiplied by some independent property (ex. Humanoid.AirControlStrength) with a magnitude capping out at the Humanoid’s current walk speed (or even better, some method to allow separate ground and air max speeds). The benefits of this would be to allow the developer to force more commitment to jumps in specific styles of platforming games, instead of the very forgiving nature of how Humanoids currently control in-air.
Humanoids have good basic configuration for limitations such as jump height, speed, and max slope angle, but if you want to configure more advanced physics things like acceleration, deceleration, air control, etc. while still using a Humanoid controller, you’re pretty much out of luck.
I like Humanoids, but I would love them if they had a wider range of physics configuration than they do now.