New Humanoid Physics Controller - Beta

Is there a way to not use a VectorForce but use a height/offset like how JumpHeight uses? I never use forces for jumping because I like having jump height consistent with different gravity values. Will this be added as an option?

Yes this will be added. For now you should be able to still set your JumpHeight on the Humanoid, and obtain the computed JumpPower value. Then set this as the VectorForce.Y value.

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I like this update but oh my god stop spamming our messages

However, will there ever be a FreeFall controller?

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This sadly set the JumpHeight to 0 because it prioritized JumpPower’s value. I manually tried setting it to 12 (A height for my platformer) and it just went to 0 instead.

ok got it! Will explore this.


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Will it always remain this way? I can see this feature breaking games that implemented an ‘AirController’ like-system when the feature did not exist (however I have not had a chance to test that hypothesis)

Will we ever see an expansion in the constraints that we can use as developers? I appreciate the addition of the magic new character controllers, even though they aren’t written in Lua like I’d hoped, but I’d really like to be able to implement things like mecanum wheels and hoverpads and so on without requiring lots of manual ApplyImpulses.

Love this update, will make our workflow much more easier to work with!

Incredible update. A new character controller is much appreciated after more or less having to use the default, less customizable one for years now. One thing I’ve always been dissatisfied with as a developer is how Roblox has no customization for ‘momentum’–I think they’ve said once it was to avoid Bhopping, but I think that should be less of a problem now. Being able to set characters to momentum and have to build up their speed over time in order to start running full speed, and to have strafing slow you down depending on the movement direction (much like some character controllers Unity games use) would be great.

EDIT: after messing around with this feature it’s definitely what I was hoping for and more! It’s great to see this added : D

Greate improvement, I look forward to playing with the new capabilities! I wanted to ask if this would have any effects on the Humanoid’s FloorRayCheck? The humanoids constant check for the FloorMaterial property has been a bottleneck for some time for some of my implementations where I would like to continue using roblox’s humanoid for clothes but wish to do the movement and replication myself. This is also a feature that has been requested in past see: Accomodations for Custom Character Replication: Humanoid.DisableFloorRayCheck

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Will this apply to objects being moved via CFrame/Position?

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YO WHO GAVE ROBLOX SOFTWARE DEVELOPERS A GIANT BOOST.
This is all straight up amazing, all features that we’ve been wanting for so so long.

Genuinely curious why there is so much higher quality content being released right now, was it some executive decision? Or a hold-up of updates, to release them all together?

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Seeing this at RDC was so cool. Give me a sec, gotta create something hype with this.

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Most likely they just released everything at once because they talked about these features in RDC.

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THIS IS INCREDIBLE! As a player this is the best thing about this update, since in many experiences when jumping on top of a car or any object at high speed I was flying. Finally it won’t happen anymore :partying_face: :partying_face:

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Not a bad update but unfortunately I’m not too excited about the implications of “Humanoid Componentization” since I think I know what that means. : ^ )

So now I can jump from a plane without falling back??? This is the best update so far this month.

Given that all of these updates are related to humanoid behavior, as well as the release of dynamic heads, Roblox probably had this in progress for a while. This seems to be a massive push for making humanoids become more customizable, realistic, and easier to work with, which I cannot wait to test out.

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Amazing! but does this also mean the ability to stand on moving platforms? (a part being tweened for example) Either way, great update!

looks cool!
im looking forward to what this can bring to games, especially platformers and obbies.