while everybody has an glitch for it
i kinda liked it and fitted well im my classic boblox
it just doenst work in-game the controller
The new physics-based controller is still in beta, so it doesnāt work in published games/experiences.
ok then
yeahhhhhhhhhhhhhhhhhhhhhhhhh
Does this feature work with humanoids in starter characters?
Yes, it does. The controller manager needs to be present, though.
Any news when this might get out of beta?
It works quite nicely with my character, no major issues so far.
Canāt wait for it to be out of beta.
Setting HipHeight
to 2 for R6 no longer works, my legs clip through the ground
In the following image, you can see that Iām properly using the ControllerManager, also setting the HumanoidHipHeight to 2
This was the fix for R6 Characters clipping through the ground but it seems like itās been reverted, maybe just for me. Hereās the place file too:
R6 Physics Controller.rbxl (35.4 KB)
Another Issue
When HipHeight was properly working and Iād walk off of an object, it would act if I was still walking and I would be moving in that direction with me only having control of my rotation until I jump then itāll properly bring me to the ground.
You need to do something with the GroundController
, but I forgot what. Some sort of offset property.
This is a current bug, as Iāve done no changes to my scripts with this same replication happening in my case. (or api change we overlookinā)
This is happening for me as well
Are there plans to be able to customize the way swimming forces the HumanoidRootPart to rotate forwards? Currently, when a character actively in terrain water, the HumanoidRootPart rotates forwards 90 degrees, and then rotates back upward when idle. Will we be able to turn this off?
same
i tried this in my game and i had to jump in-order to move
it was weird
5/5 stars
The current issue of sinking into the ground should be fixed now, sorry for the inconvenience.
We will have more updates to share next week!
With a custom based off of r15 rig, once I go up ledges I get into spots where I cannot jump or use WASD - but can only used the built in dodge in my game to get away. I donāt think it is properly judging distances or something with custom rigs.
Yeah I am late to the party, butā¦
Iām glad APIs are starting to become instance based and internal controls are being exposed to developers. I canāt wait for this to be out of beta!
When will this be out of Beta?