which one out of these 2 would work better for a sliding system? any benefits to using one over the other? It’s my first time doing something like this and it seems there’s more than 1 way to go about it
I would use a LinearVelocity. The character controller forces the player to “stick” to the ground in a kind of unpredictable away, so a constant force doesn’t always translate to the same movement.
On the other hand, the LinearVelocity forces a constant velocity, which is useful for dash-like movements.
For sliding, are you looking for sliding based on the floor angle, or something more like a dodge or dash movement?
I would still use a linear velocity either way, but if you want it based on the floor angle and stuff you’d need to do a downwards raycast to base the target velocity on that.
I’m planning on making dashing/rolling and sliding 2 separate things, but people could still slide on the floor for movement without restrictions
I would use a linear velocity, and if you want it based on the floor angle then I’d just adjust the velocity based on the floor angle (e.g. decelerate if going up hill).
For the dashing and rolling, definitely use a LinearVelocity.
Yeah. Force doesn’t work very well with Humanoids since the controller’s physics typically needs to be overridden, which can require a variable about of force.
so linearVelocity all the way then?
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