Is Humanoid MoveDirection actually based on player velocity?

A bit more context; does Humanoid.MoveDirection.Unit actually print something if WalkSpeed is set to 0? And if not, how would I go about detecting the MoveDirection without accounting for velocity?

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tested with 0 walkspeed - it works perfectly fine


(this was ran with renderstepped, where NANs are a period of time that i spent not moving)

Thanks! I was unsure if I had to create a manual move direction system for this.

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