LookVectors. A certain specific question

For lookVectors I have a question. Do they constantly check where the front face is looking at.
My idea was to use lookVectors and Cframe.Angles to turn the block and use lookvectors to move in that direction every few seconds. This is the reason why I have asked if LookVectors constantly checks the direction and angle of the front face or if I’ll have to put it in a while loop for it too work.

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yup they do other wise it would kinda be useless

I think if it is a recurring action it will still need to be wrapped in a loop or some kind of repeating system or hooked into a thread that will handle movement, this is the same for most BasePart properties (would need more info on OP’s use case). You will not be able to move in LookVector direction consistently by simply calling LookVector once.

ps. I guess this makes more sense to reply to OP not you lol, sorry.

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I was making a throwable object. I know that using bodyForce and such might be a better idea but I’ve wasted so much time on it might as well try to finish it. Though I feel like using this to make some kind of turning and moving object would be cool too. Would like to know how to finish it at the very least though.
My idea was basically first move it forward in direction of mouse throw with lookVector. (I forgot to mention but I managed to get the entire thing to actually follow my mouse with the help of some toolbox item’s script, The rest is entirely my own theory/idea) then after a few seconds or so turn the part down with Cframe.Angles and hope to god that LookVectors triggers for it. Haven’t tried implementing it yet because I was unsure if it would work and might as well double check on the devForum.

Yeah it sounds like it will work fine. LookVector is a good option if it is already facing the mouse’s direction; otherwise, I would just solve for the directional vector between the two. Not sure if I still understand fully but it sounds like, provided it already faces toward the mouse, you can just apply AssemblyVelocity impulse of LookVector and some multiplier and Roblox physics will handle the rest cause of gravity. If object needs to face downward since it is falling it shouldn’t be bad to do with CFrame.Angles either.

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