Introducing TorsionSpringConstraint

That would make it a pretty swag elevator to be fair, :joy:

That’s exactly why I weld the players inside to the elevator. I also tween the elevator locally to almost completely reduce the ‘stuttering’. But hey that’s just me, maybe I’m doing it wrong, but it has worked fine for me.

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Alright that’s it, you’ve finally made me admit that you guys are not that bad with updates, this is sick, I can only imagine what could be created with this

Small nitpick, but it appears this update accidentally overwrote the class icon for the ProximityPrompt class, likely the result of a branch merge overwriting the changes.

image

The class icon originally looked like this:

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(cc @Rototally)

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Thanks for reporting, we will fix this issue soon.

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Problem is, Cars dont use this kind of suspension. Cars have springs that only damp up and downwards in real life so no side to side damping, cars also have a shock damper but that has a whole different purpose which is to make the spring stop bouncing after one time (otherwise you would be getting a mercedes bouncy car effect.

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Heh, so many ideas in mind already.

I love it but unfortunately, I’m not good with constraints and even if I was I don’t have a need for this at the moment but overall good update can’t wait to see others implement it.
9.3/10

Really neat and useful to have in Roblox studio! They act like hinges but has actual physics into them. Wonder what we could use.

prismatic constraints for elevators are uhhh, buggy. Using something like CFrame then welding the player to it would be better

This is speaking in terms of using a constraint for an elevator, not in terms of different ways to make elevators. PrismaticConstraint is the proper constraint for creating an elevator, TorsionSpringConstraint is for constructs that require a torque-based spring.

PrismaticConstraints are only meant to apply a force along a fixed axis. What you’re probably catching here is a case of improperly managed network ownership or bad values on the constraint. That being said, if there really is a bug (meaning explicitly an unexpected issue or wrong circumstance when using them that isn’t under your control), be sure to file a report on that.

Great feature, useful for projects, not that difficult to set up and inspiring.

Examples are great as well.

I really hope developers enjoy this too, keep up the good work!

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Any chance you can open source this? I see how I could use this in one of my games. Thanks!

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I have been messing with TorsionSprings recently and haven’t been able to get the visual spring to show up, I was wondering if anyone else was having the same issue or if anyone knows a solution?

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Could you explain how you configured the spring? I can take a look at your model if you can share it with me, either here or through private message.

Sorry for the very delayed response, I actually was using the game file provided in the original post. The only changes I made were, setting every constraint to visible. Only the HingeConstraint showed though.

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Can you see if you have selected “Constraint Details” in the model tab ? Also it is possible that you may have changed the configuration of the underlying attachments which can get into a state where the constraint angle is 0 hence not showing the spring

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Thank you, turning on Constraint Details made the spring visible for me. This also brought up another question, does the TorsionSpringConstraint Visible property do anything? I would like to show the same spring visuals inside of a game if possible.

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There is currently no support for in-game visualization of the torsionSpringConstraint. That being said, if we receive more requests for having such a feature we may release that as as well.

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