When using LinearVelocity against ramps, walls, or edges, characters will fling upwards into the air extremely high, depending on the velocity. The video below is the most extreme example.
Here is the code for the Mover:
-- HRP is HumanoidRootPart
-- direction is RootPart's LookVector
local Lv = Instance.new("LinearVelocity")
Lv.Name = "Dash"
Lv.MaxForce = math.huge
Lv.ForceLimitsEnabled = true
Lv.PlaneVelocity = Vector2.new(direction.X, direction.Z).Unit* speed
Lv.VelocityConstraintMode = Enum.VelocityConstraintMode.Plane
Lv.PrimaryTangentAxis = Vector3.new(1,0,0)
Lv.SecondaryTangentAxis = Vector3.new(0,0,1)
Lv.Attachment0 = HRP:WaitForChild("RootAttachment")
Lv.Parent = HRP
Is there anyway to prevent the extreme upward flinging? I have searched the forum, but found no solutions that worked for me.