Thanks for the report, does look like there is a bug here.
When the floor is removed the Controller should and does deactivate. This is because the GroundSensor.SensedPart is nil.
However, once when the floor is re-inserted, the sensor should see the floor again and the GroundController should reactivate. Looks like that’s not happening here and we’ll get it fixed!
when accelerating and decelerating the character do the animations slow down with the deceleration? or no?
And another question. Does Initializing the new controllers under the humanoid mean that it just replaces the physics right? Does it mean that the controllers work with a humanoid or independent of the humanoid?
It seems to not be working for me. I followed the steps correctly in the original topic, but nothing activates. Changing any of these properties has no effect.
This is my character as it was when I took the pictures above:
Not really, the Parts in your character should continue to follow the same ownership rules as any other set of Parts. We will continue to make improvements in this area however so things may change (and we will announce)
No changes to how the Animations work. They will continue to play at the speed of your character. The post mentions there is a known issue with the movement signals when on moving floors. This can either be solved by custom animations or waiting for a fix.
Your other questions are answered in the main post.
This will introduce some redundancy. The GroundController already is already creating a “contact” with the GroundSensor.SensedPart at the GroundController.GroundOffset below your root part.
If you just want to increase the range you can increase the SearchDistance
Otherwise you’ll need to write your own sensor logic.
Just to reiterate:
There is no straightforward migration path to new controllers yet.
Turning off EvaluateStateMachine will disable more than the ControllerManager and my scripts will provide.
Things like sitting, death/respawn, shift-lock, state replication, and more would need to be manually re-implemented if you want EvaluateStateMachine off. The new Controller instances are not drop-in replacements, rather a new set of tools that can be used to build your own system.
That being said,
If you are looking for a drop-in replacement, you’ll need to wait for this. We hope to have a beta later this year.
Works wonderfully for me, however I’m using an IK Leg system for R6 and due to the legs needed to have their collision off, all players sink into the floor. Anybody know how I could fix this?
I just want to give everyone the heads up about something that I spent a couple hours debugging:
If your NPC’s position is not replicating properly between the server and client, make sure you check that the Root Priority of the HumanoidRootPart is the highest priority.
I’m afraid I’ve been misinterpreted, the cylinder is to add collisions with walls and other entities, it’s not supposed to make the controller stand on the ground, i knew how GroundController worked.
I’ll also take this opportunity to ask, is the aim of this new controllers to also enable developers to create more optimized versions of humanoid, or is it simply a more modular alternative? (with the extra physics based features of course)