Releasing Character Physics Controllers

It doesn’t seem to play nice with seats, I can’t get out

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This is practically one of the only reasons why this holds me back from adding it in a game that relies on the teleportation of characters.

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You need to implement seat behavior yourself in your own scripts. It isn’t built in

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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.

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@GregTame @bluebxrrybot @2jammers

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.

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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?

The system I use:
Leg Controller (IK Included) - A quality solution to leg movement - Resources / Community Resources - Developer Forum | Roblox

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I really like updates like these that give more improvements and additions to existing features! I really hope more like this come in the future :happy2:

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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.

Happy programming y’all! :slight_smile:

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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)

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Are these with any plans to revive the Avatar Evolution project that removed the Humanoid instance and completed scripted a Rig that acted as a Humanoid object would?

Worrying seeing all the Instance names being alike to the Luanoid version you setup below.

EDIT:

As this project is no longer working with their Studio Build version, here is a video of a Luanoid Rig from 2020, still upholding the 2018 rig design which removed the Humanoid object all-together.

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Can somebody implement seat and reset/respawn behavior?

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I got respawning to work. Now have to make that compatible with other scripts.

It’s quite literally a journey to code together one’s own physics controller, it’s mindblowing how far we’ve come in terms of customization.

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I found that changing the Humanoid’s state to Dead made it compatible with most scripts.

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Uhm, it I ??? It’s spazzing out like all hell…

I don’t have the slightest clue of whats going on with the character controller. Enemy AI doesn’t directly interact with anything only the movement module interacts with the root part and the controllers and once the kill switch gets used it’s disabled.
At first I thought it was my script being weird but after disabling it the bug persisted.
Scripting time and bugs.rbxl (68.4 KB)

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This looks cool, but I’m wondering about if we will be able to make like tank controller with this? I’m trying to make it in my game and maybe i can try to do it with this but i don’t know how to do it… Like W for going forward and S backward without rotating the character orientation, and use A D to rotate model :smiley:
Looks cool!

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LOL. no you can’t use this to make tank controller. This is used for making character controller(the player movement).

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Its possible to remove bounce? like when i put a strong vector force on player and it collides with a wall i destroy the vector force but the player bounce on the wall

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You could if you rigged a tank model. You can set the root part of the ControllerManager to the RootPart of the tank, and with some tweaking it should be maneuverable.

You might have to make your own control scripts and state system though

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Does/will this system support root motion animations?

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Has anyone else experienced camera jitter when moving the camera and controlling the character at the same time? It’s really visible when animations are disabled, like in the video below. I have eliminated any of my code being the cause and I only used the two given scripts to enable to new controller in a blank project.

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