As the title states I have a vehicle system based on raycasting and body forces. I’m trying to make it work nicely with player collisions or players standing on top of vehicles, but humanoids and their weird physics rules tend to overpower the vehicles.
My idea was to use collision groups to separate vehicles and players, then add a copy of the vehicles hitbox that only collides with players. The copy hitbox follows the vehicle using rigid AlignPosition / AlignOrientation constraints so it doesn’t affect the vehicle but can still hit stuff using regular physics. This mostly works but it has some weird behavior when players try to ride on top, which for some reason changes based on the hitbox density?
Low density: Player collides with the hitbox but doesn’t attach to it at all, as if it were being CFramed
Normal density: Player gets like 5x the momentum it should? I do not understand
This issue persists regardless of whether the constraints are rigid or what the network ownership is. I managed to find a density that was just right and seemed to work for my character sometimes but not others, its very finnicky. Any idea on why this is happening or how to fix it? Or different and better ideas entirely?