# LinearVelocity dash direction

So the LinearVelocity dashes in the correct direction, however I can’t seem to get the player to face in the direction they are dodging.

Here is the code for facing the character:

``````HumanoidRootPart.CFrame = CFrame.new(HumanoidRootPart.Position, Vector3.new(DodgeVelocity.X, 0, DodgeVelocity.Y) * 1000)
``````

And here is the code for getting the velocity direction:

``````function GetDodgeVelocity()
local VectorMask = Vector3.new(1, 0, 1)
local Direction = HumanoidRootPart.AssemblyLinearVelocity * VectorMask

if (Direction.Magnitude <= 0.1) then

end
Direction = Direction.Unit
local VelocityDirection = Vector3.new(Direction.X, 0, Direction.Z)
local DodgeVelocity = VelocityDirection * DodgeSpeed

return DodgeVelocity
end
``````

Here is en example of what I mean:
https://gyazo.com/6a938fee1ff58682a4443a3195932739

How would I get the player to face in the same direction as they are dashing?

1 Like

`HumanoidRootPart.CFrame = CFrame.new(HumanoidRootPart.Position) * CFrame.lookAt(Vector3.zero, DodgeVelocity*Vector3.new(1, 0, 1))`

This will instantly snap the character’s look direction to match DodgeVelocity, but personally I’d use an AlignOrientation constraint instead of setting CFrame directly.

Also, `CFrame.lookAt(Vector3.zero, Vector3.zero)` gives NaNs, so you better check if DodgeVelocity’s Magnitude is > 0 before setting CFrame.

2 Likes

Thank you very much! I will defiantly look into using AlignOrientation instead.

1 Like

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