Hello, I’m trying to apply an upward velocity (0, 100, 0) to a part when I press the keyboard button E. I do this on the client, however, it seems like the part is attached to the baseplate, even though all surfaces are smooth and the part is not anchored. The velocity I apply shows in the properties, but it doesn’t actually fly into the sky. I have no idea how to fix this.
Here’s the code:
UIS.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.Keyboard then
if input.KeyCode == Enum.KeyCode.E then
workspace.Part.Velocity = Vector3.new(0, 1000, 0)
end
end
end)
Also you can disable join surfaces and remove all welds from the brick. If either one does not work consider using bodymovers.
Try creating a new part and see if it works. You could have messed up some properties of the part.
The velocity doesn’t update probably because the client isn’t the network owner of that part. Only the network owner can change a part’s velocity so this can be fixed by making the client the network owner with BasePart:SetNetworkOwner(player) and then launching the part on the client.
Okay, after a lot of research, I’ve found that it’s most likely some kind of thing that Roblox built into their game to increase performance. When I go close to the part, I can press E and make it “fly” into the air, however, when I am far away, I cannot do this . Thank you for your help and feedback.
Well, I see no reason why else it would only jump into the air when I was closer to it (not touching it). If you have a different reason, please tell me.