Is it possible to build a zipline entirely using Roblox physics?

I’m trying to build a zipline on one of my games. Does anybody have any idea how to make it work?

Here’s what I’ve done and it didn’t work:

  1. I set up a track with a ball like the following.
  2. I attached my torso to the ball using a rope, so I can roll down the track.
  3. It doesn’t work, I think my body is too heavy. I tried changing elasticity and density and stuff through custom physical properties, it doesn’t really make a difference.

Please answer the question if you have any ideas or tips. Thanks!

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Isn’t it smarter to just do some scripting and use force(object)?

I want to be able to have the real feel of physics without too much complexity using scripts.

then just add a force object, pulling the thing the correct way

You can try increasing the friction and adding/scripting angular velocity constraint to the ball maybe.

There is actually something similar to what you sent in the screenshot in a game “Super Blocky Ball” lobby, not sure how they do it, but the ball rotates so they are using body/angular velocities/forces.

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Can you elaborate more on this?

You can have a CylindricalConstraint connecting a tower to a swinger part, then you can RopConstraint yourself to the swinger and you can slide from tower to tower.

The way you mentioned should make a mediocre zip line…
https://streamable.com/3t8i16
Here’s what I did to get it working with a ball and a track:
ball version.rbxl (24.9 KB)

you could add a bodyvelocity to the ball to make the ball roll at a constant rate instead of speeding up like it is in the video

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Roblox did an event like this with big dominos a long time ago, all you need to do is make a track and place an unanchored ball on it.

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That’s just what I’m aiming for! In your video it works great, but with a track that has smaller slope (like around 10 degrees), the ball stops rolling in the middle of track.

I think it has something to do with the added mass from the character’s body. I tried changing the gravity from the 198.2 to 500. In that sense, it works because there’s now more force and the ball would still roll. But I don’t want to change the gravity.

How do I overcome this problem of the ball stopping in the middle of the track?

Nevermind, just solved the issue. I realised that the body is pulling the ball down, so the mass is centered towards the body and this downward pull creates friction between the ball and the track. So what I did was just add more mass to the ball by increasing its density property, so the ball is much heavier compared to the character body.

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