Desperately need the ability to create slow-motion effects, I honestly don’t want to re-invent an entire physics engine from scratch just to do that on the client.
But I currently have to just to implement things like time-stop or dramatic effects (such as slowing down time before a group of enemies is exploded by a rocket for instance or boss crashing into the arena through a wall).
This post really got me excited until I read that it’s in Studio only and is meant to be used for debugging purposes. If this was a thing I could use in my games themselves, it would solve so many issues I’ve had with physics simulations for years that make so many of my ideas completely obsolete.
This is a great first step towards improving the physics engines capability, much appreciated! However as others have said being able to use this in live servers would be beyond useful.
A few months ago with the announcement of the new Humanoid movement controllers you guys said you were working on generalised server authority, can we expect to see this anytime soon? An ETA would be greatly appreciated.
It would’ve been incredibly handy if these new physics functions were introduced into native experiences! I would then have the possibility to completely pause the simulation without having to anchor every single part, and I would be able to speed the simulation up which I’ve been trying to do to no avail for years at this point…
Essentially, the current network model for character movement is entirely client authoritative, allowing exploiters to easily teleport and fly around just by modifying where their character is.
Of course, this can be very game breaking, and the only real fix is to manually move character authority to the server. However, this makes the responsiveness of movement very sluggish to the user, especially for people with constant lag spikes, so there needs to be some movement extrapolation and rollback to make it feel smooth.
The extrapolation and rollback parts are what we’re missing. We already have spatial queries and unreliable remotes, but we have no way of manually stepping the humanoid physics for validation. That’s why having this API in live games would be game changing.
I don’t know much about Roblox physics and or more then basic coding but this is cool and looks like it would be a good thing to have for live games/builds etc.
This is amazing, lots of use case here. I played around with it a bit and I found some inconsistencies when running StepPhysics on Humanoid models in solo studio sessions versus team create sessions, the difference can be seen by these examples:
Solo Studio Session:
Team Create Studio Sessions:
I tilted the character deliberately to kind of get the point across a bit more clearly but basically Humanoid models behave as expected in a solo sessions but in a team create sessions they behave like regular BaseParts with no influence by the Humanoid at all.