Welds and joints that break when a certain amount of force is applied to them. In particular, this feature request.
Meh. Iâll probably just create a door stopper with it and then release it to see it vibrate back and forth.
On a more serious note, wasnât expecting this but great feature! This has so may potential applications, from real world example to the more absurd. Iâm already thinking of making a car with this connected to the wheels.
This is so cool! A new feature for physics based games!
I apparently love how it works, but does it affect performance on client? I tried physical constraints and they lag apparently because of how much memory they take.
Depends on how much resources the client has and how much they can use. So for low-end devices it might lag.
This is amazingly useful for character rigs, especially ragdolls. You can use this to dampen the âfloppynessâ of joints.
Most games have a gambling crate system, might as well give them more ideas!
Very nice addition, Itâs really nice seeing physics being improved on Roblox!
The Coils property, similar to the one on SpringConstraints is visual. Also, if you arenât able to see the spring in the test file you might have to check off the Visible
property to true
.
The visible property isnât working as far as I can tell.
Roblox and Itâs team improving once again.
This update will let developers make much more realistic physics for objects.
Iâm so excited to try this out!
Another great update! this will be so useful for making hinge doors and spinning objects nice!
For elevators I just tween the model (locally) and weld the players inside to it. So far it as worked wonderfully for me.
First thing I thought of when this came out:
Note: it does look like a servo hinge constraint but I use that to hold it in place and the torsion spring constraint launches it.
Edit: it is also self-righting when it falls over
tweening elevators has always resulted in a supper choppy not smooth elevator that nobody wants to use because they fall through the floor if theyâre not in a chair.
That would make it a pretty swag elevator to be fair,
Thatâs exactly why I weld the players inside to the elevator. I also tween the elevator locally to almost completely reduce the âstutteringâ. But hey thatâs just me, maybe Iâm doing it wrong, but it has worked fine for me.
Alright thatâs it, youâve 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.
The class icon originally looked like this:
(cc @Rototally)
Thanks for reporting, we will fix this issue soon.
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.