PhysicsCharacterController | Mover Constraints based character controller

Yeah, PhysicsCharacterController basically collides with anything that has CanCollide (and maybe CanQuery) enabled, regardless of its collision group.

You might have to search through PhysicsCharacterController’s modules to find all of the RaycastParams definitions and edit them to ignore certain collision groups (which I believe is possible but I didn’t have to do that).

One bad thing about PhysicsCharacterController is that it forces player collisions, something that most experiences will want to turn off to prevent flinging exploits. In my experience, all players are within a model called “Players”, so I modified all of the RaycastParams to exclude that instance’s descendants, and that fixed it.

1 Like

Yeah, i intended on digging into the code to see what i could do to give it this functionality, but i just wanted to make sure the OP saw this because it seems like a some what of a significant oversight.

1 Like

Hi
Me again. I’m trying to get unanchored seats to work. I have been semi-successfull so far. Your implementation works for anchored seats, but for unanchored seats they start floating up.
Also there’s issues with orientation, and running still being applied while being seated. I was able to fix these 3 issues with simple ‘Humanoid.Sit’ checks:
Physics-based-movement.rbxl (351.8 KB)
However, there is still an issue when you jump out of the seat. You can get flung! I think it’s also worse for lower framerates. I’ve tried for a couple of hours now, but I can’t seem to fix it
Any help would be really appreciated.

Seeing this now, I’m pretty interested and I’ve gotten the module for myself. However is there a way when jumping to let the physics do it’s job, for example instead of letting the player control the direction he goes mid-air, is it possible to make him unable to input anything until he’s on the ground? Similar to Fall Guys’ jumping system