New Humanoid Physics Controller - Beta

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.

I accidentally replied to someone, meant to just reply to the first post.
Looks really nice.
But I have on question: Is a more secure movement system planned? Like a system that still does movement on the client but also does it on the server and checks if the client is the same as the server.

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Are there any plans to allow developers to create their own custom controllers? (ex: a “hover” controller or some sort of a “flying” controller for a dragon NPC)

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This is GAME CHANGING. The new properties offered by these controllers will save me so much time scripting and overall will improve the game feel. Thank you so much engineers :happy4:

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Tried to test! Without a controller, you could ride on a platform that is moved by AlignPosition, after adding a controller, you stay in place and the platform leaves you

To add to this I’d also love to see better customization over swimming mechanics and some improvements to the SwimController. My game SharkBite relies heavily on swimming mechanics.

  • Currently holding down Space Bar with the SwimController doesn’t make you go up like the old one did.

  • Changing the MoveSpeedFactor makes no difference to the speed swimming upwards. A factor of 5 makes me swim fast sideways, and down but not upwards (it would be great if space bar also made you move up following the MoveSpeedFactor too, as the old swim mechanic ignored this). This helps games with Oxygen meters.

  • I think the issue of drifting upwards is to do with the character density being 0.7 rather than 1. This could be fixed by us, but changing character density also effects the speed of swimming in different directions for some reason.

  • Setting a high MoveSpeedFactor makes the character swim diagonally. This happened with the old swim mechanic too. It would be great if this could be fixed, I assume it’s something to do with the way the water mechanics work. I’d love to be able to make characters swim faster without this happening.

Sometimes the orientation of the character can glitch like so, making you swim facing the wrong way. I think this might have also occurred in the old swim mechanics too. I would be in favour in a rethink of the swimming mechanics.

Overall it’s great to see this taking place and the ability to adjust swim mechanics easily is a great step forward.

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ok now we need a bool property called EnableShiftlockGlitch :lul:

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Is there any plan to make these new controllers have a customizable down vector? It would be nice for games where you can walk on walls or planetary gravity like in super mario galaxy.

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This is really cool! Previously, if the platform a player was standing on was moved by CFrames, this effect wouldn’t work. Is that still the case?