Is there any convenient way to find a part's acceleration/total force?

I’m trying to find the acceleration applied to one part, and apply it to another part. Gravity and forces applied by body movers, but the hard part is coming from detecting surface normal forces from collisions. I don’t know of any easy method to go about doing this, and the only thing that comes to mind is to try to find the change in velocity of the part over a small enough time and work off of that.

However, there are two problems with that:

  1. This method is reactive, as I need to watch the part accelerate first before applying it to another part, which takes time. This means I can end up with a discrepancy between the two forces. I rather have a method that works without waiting for the physics step.

  2. I also plan on trying to find the force that is applied to an anchored part, and instead applying that force to a different, unanchored part. Obviously I can’t check for a change in velocity on an anchored part.

Does anyone know a convenient method that satisfies both these criterion?

Shouldn’e the BasePart.Velocity will tell the total force of the part?

Nah, that would give me the current velocity of the part, I’m looking for the instantaneous force being applied to the part at that instance, not the cumulative work done to it.

Then the force of the BodyMover?

I’m looking for all the forces applied, not just from body movers. I also want to find forces applied by physic objects colliding with it, such as the player character.