I want to disable the default Roblox behavior when standing on a platform

I created a custom platform sync system for when players are standing on platforms, it works perfectly the way I want it to.

Except since the platform is moved using alignposition, the character gets moved along with it and it messes up my code.

How can i make it so the character doesn’t move with the platform and instead just relies on my sync code.

I don’t want to clone a fake one and cframe it

If the part is unanchored default roblox physics automatically apply to it. So if you move it, the character will move with it.

If you don’t want them to move with the object, it has to be anchored. At least that’s the only way I know how you’d be able to make the player standing on said object not move along with it.

Right, but it has to be unanchored for alignposition, and I don’t want to tween or cframe it

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Hm, all I can think of is maybe if the network ownership was disabled on the object, and set to the server. But I still think the player would move with the object as that’s what unanchored parts are designed to do.

Yeah but network owner on server would make it appear jittery rather than smooth, and I’ve already tried it but it still makes players move along with it.

Something weird though is when I set the network owner to a player, that player does not inherit the ships velocity at all, only other players who are not the network owner

Hm, have you tried messing with the player’s humanoid state types? Perhaps disabling physics on the client or smth will fix your issue.

I haven’t really tried that, you mean disabling Physics humanoidstatetype?

Nope that didn’t work

Hum:SetStateEnabled(Enum.HumanoidStateType.Physics, false)

You can’t, if you’re using constraints. Just tween or CFrame it yourself, only options.

Anchor the player or use a fake part they are standing on.

With Roblox’s physics, you cannot make an unanchored moving platform ignore characters standing on it without using some workaround like loops, cloning, or fake collisions. There’s no built-in property to disable that behavior. You’re going to have to cheat to get this to work as you wish.

Already said I can’t anchor and don’t want to use fake parts

Yes, I saw that, and you don’t have as many choices as you may think here. I don’t see anything to work with, no video, no script, so all I can do is speculate. This is an odd problem, as most of the time the question is how to keep them on the moving part. You’re going to have to go outside the box here. Have you tried the part under them thing?

Let me create a brand new empty place and try this out. I’ll create a basic part with alignposition and see what happens and simplest way to fix it

Still can’t seem to figure it out. Basically though I just want a platform with a character on it to not inherit the platform’s velocity and they just stand in place and fall off

I do this all the time.. It shouldn’t be that hard to make a simple fake part under their feet at will.
Sounds out there, but it will totally fix this perfectly.

I tried it yesterday, came with other issues. My “platform” is an entire ship not just a block. So I need to stick with alignposition and just remove the velocity inheritance

Maybe you’re not understanding me. You don’t want the player to move with the “part” the ship. I’m thinking if you created a new part on the fly under their feet, transparent and all, it might just fix everything here. They end up standing on that new part, not the “platform.”

Oh you mean like a part that just follows them? But if it’s cancollide on then when they jump they wouldn’t fall back down and just be able to keep going higher

No, a new created part on the fly for just that moment.

So while they’re standing on the ship, a part slightly above the floor where they’re standing?