I’m trying to make a planet framework for fun, I can probably work out the rest of the stuff that I want to implement, the biggest problem so far is, what is the most efficient way to have all objects within a certain radius be attracted to a sphere no matter what angle you’re coming in from?
My original idea was to use constraints but that would get real buggy real fast so no to that.
The thing that I’m thinking of using right now is BodyMovers but I would like input from someone more skilled and proficient at coding than I am if there is another solution.
(If you could throw in how to keep the character pointing up like this
then that would be very much appreciated though not completely necessary)
I have thought of making a planet the last month, but never started. I’m not sure whether this will work or not, but my plan was to use velocity and bodygyro. The velocity of the humanoidrootpart will make sure the character is attracted to a point, then I’ll tween the part’s velocity so it goes faster every second.
You can detect magnitude (Ex: have a “range”) between the player and the sphere (or whatever object) and change the Humanoid’s CFrame accordingly. This can be done smoothly using TweenService.
For the most part, the InverseSquareLaw property isn’t working, it just makes the attracted part come to a dead stop (in zero-grav, I have zero-grav on because gravity overpowers the LineForce) with no acceleration whatsoever, even when really close, am I missing something?