So, I was working on a Fall Damage script, and to do so, I was saving the time that a character would stay in air for, until it hit the ground. It was fine testing it here and there, but once I started looking into the timings, when and when not moving, there was a difference, and I was a bit confused as to why. Every model in the character, including race features, armours or weapons are all massless, so I’m a bit in the blue here.
I’m not sure if this is a Roblox Engine problem, or if I’m the one doing something wrong.
I stumbled upon a post about Jump Heights being very different, and it was a issue with the Jump Behaviour, but even then, that got removed. So, if anyone has any idea as to why, I’d really appreciate it!
Ok so, I was messing around with the character and the models, and decided to turn On Massless in all character limbs, excluding humanoid root part of course. This actually ended up fixing this issue. I’m not sure why it happens, because I was testing in a baseplate, and it seemed fine. Not sure if it could be animation related since the arms move around a bit here and there.
With that said, I’m not sure if turning On Massless will cause any issues. If it does in any way shape or form, please let me know, I’m marking this as the solution.
It is because of how center of mass works in roblox, and if you relocate it you could get some movement boosts as well. Never actually expected that making limbs massless would fix that
Really weird fix, but yeah. I think the limbs, depending on the animation, could carry momentum in some specific situations? That’s the only logical thing I’d assume is going on.
But yeah, I just hope making the limbs massless won’t affect anything too bad.