Prevent mass from conflicting with swim speed on custom characters

Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.

Hi, I am creating a game in which I have custom skinned mesh characters for NPCs. They should patrol around the ponds and start swimming towards the player once he enters the pond.

So far I have 5 characters. 3 base ones and 2 big monsters which players can spawn. I also did the movement system. The problem I have is with the mass of the parts slowing down monsters.

To make the characters swim up and down I edit the density in custom physical properties but when the density becomes too big the models completely stop moving. Also bigger monsters are too slow without setting walk speed to 40-50.

I have read somewhere that mass affects the acceleration but not the complete walk speed. Can I somehow work around this or should I just set the walk speed to bigger numbers?

Maybe attempt to lower the mass while swimming? The only method I know for now is checking if the Humanoid.FloorMaterial = Air, however as the name suggests this also triggers if the character is mid-air.

The characters are always swimming, all other states are disabled. Also I have to change the mass constantly so they could go up and down (pathfinding and move to can’t handle vertical movement)

Hmm I don’t really know how to fix it other then setting walkspeed, I’m not very experienced in this though so maybe someone else will come to help!

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