Although unrealistic it’s a trade off between being able to have more control on moving platforms and not. If it didn’t do this then every time you climbed a ladder on a moving object or jumped then your character would suddenly stop moving with the platform. It doesn’t look good
One of the problems I had was in server mode where the character was not nil, but the code was unable to find the humanoid. I think it might have had something to do with a plugin I have.
Regardless, I think it’s fair to say if you find a way to avoid that wait then go ahead and use it.
Just want to start off by saying thank you. You’ve been spending a lot of time making resource after resource, all of which are amazing, and then distributing them for public use. This is yet again extremely useful.
Feedback:
You could only revert to normal gravity if they’re falling sideways / upwards long enough. E.g.
Ofc, this is only applicable to some games. Not all games may find this helpful (e.g. space game where you want them to fall upwards into the sun).
Also, would also be nice if this was adaptable to more use cases i.e.
I can provide just a vector for gravity instead of both a basepart and a normal
Expose non-update part of update (finding the hit surface) as a public function for use in manual updates
Decouple updateFakeWorld/updateCharacter from auto-setting of walking surface
Use case: For flying capital ships, I don’t want players walking up the sides of walls, but I want to manually set them to snap to the ship’s floor when they spawn and enter the ship
Public way to get the player’s current gravity vector
Beautiful feedback as always and those are all fantastic suggestions. Most of those should be trivial to add so I’ll probably do that tmr and update the post. Thanks again!
While play testing I found that any R15 player height that is greater than 100% seems to make it so the transition from flat ground to rotated ground makes you trip.
This is beyond words. I can’t thank you and your friends enough for this system. It is the key component to a VERY huge portion of basically every game I own.