You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? Keep it simple and clear!
Fix the gameplay pause issue
What is the issue? Include screenshots / videos if possible!
As stated the velocity seems to cause the gameplay pause issue, the velocity is directional and intended that way. I’ve tested it multiple times to the conclusion something is wrong with the velocity directly
local attachment = Instance.new('Attachment')
attachment.Name = "VelocityAttachment"
attachment.Parent = rootPart
local velocity = Instance.new("LinearVelocity")
velocity.VelocityConstraintMode = Enum.VelocityConstraintMode.Plane
velocity.Attachment0 = attachment
velocity.Name = "Velocity"
velocity.PrimaryTangentAxis = Vector3.new(1, 0, 0)
velocity.SecondaryTangentAxis = Vector3.new(0, 0, 1)
velocity.MaxForce = 15000
velocity.Parent = attachment
local moveDirection = humanoid.MoveDirection
local dashDirection = Vector3.new(moveDirection.X, 0, moveDirection.Z).Unit
local planeVel = Vector2.new(dashDirection.X, dashDirection.Z) * 45.3
velocity.PlaneVelocity = planeVel
task.delay(0.20, function()
if attachment then
attachment:Destroy()
end
end)
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I’ve tried tweaking with the maxforce Property to see Whether it was the issue I’ve also looked up if theres an issue related to this on devforum none that i could relative to the problem
The gameplay paused thing is because of streaming enabled. Try clicking on the workspace, and in the property menus there are settings under the streaming category. You can simply turn off this pausing if you would like with the StreamingIntegrityMode property, but that would also cause unintended behavior if your player ever ventures out too far too quickly without loading first. Another thing you could do is adjust the min and target radius. Anyway, adjusting these properties should get this to stop pausing your game.
I disabled the property while that did remove the gameplay pausing, it didn’t fix the issue with the velocity the issue kind of now carried over and tweaks out the camera and player?
Interesting, try turning off StreamingEnabled in its entirety. This could cause memory issues for less performant devices, but for now lets see what that does. Also, are you teleporting the player far away or something here before he comes back?
hi there. i think this happens because velocity can’t be (nan, nan, nan).
local moveDirection = humanoid.MoveDirection
local dashDirection = Vector3.new(moveDirection.X, 0, moveDirection.Z).Unit
when you try to index ‘Unit’ on vector3 with 0 magnitude, or value (0, 0, 0), it will return (nan, nan, nan) . this mean when there’s no player movement input, moveDirection become (0,0,0) and dashDirection become (nan, nan, nan) because Unit of (0,0,0) is nan. trying to set velocity to nan value cause the velocity parent, which is humanoidrootpart, to glitch with the camera that is following the humanoidrootpart.
You’re a life saver i ran an additional condition check to prevent this!
local moveDirection = humanoid.MoveDirection
if moveDirection.Magnitude > 0 then
local dashDirection = Vector3.new(moveDirection.X, 0, moveDirection.Z).Unit
local planeVel = Vector2.new(dashDirection.X, dashDirection.Z) * 45.3
velocity.PlaneVelocity = planeVel
else
end