Releasing Character Physics Controllers

It still has a humanoid for clothing (and animation) but yes it is just welded to a capsule for collisions.

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I using on fresh project attached scripts and its not working, character just stays in place and can`t move.

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I would just set a base rate for (letā€™s say, 60fps, which is 0.01667 seconds, and then modulate the value for every physics step.

Itā€™s really unfortunate the amount of support shown to this cool system

Anyone wrote an animate script that works with this? Itā€™s my biggest barrier from using this. I am running into an issue where sometimes the run animation will play when the character is just standing still in a baseplate.

nothing infuriates me more than putting a project on hold waiting for a feature to come out thatā€™s seemingly finished (DFFlagControllerManagerUpDirectionProp) and then that just never coming out, this is unacceptable

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This! I (sadly) changed how my entire gameā€™s movement system worked when I saw this feature while it was still in BETA and I loved the end result, but once they released it I couldnā€™t use it anymore and had to change my system a little bit again but havenā€™t went back to just using humanoids since I still want to use this.

Iā€™m just putting that project on hold until they release the next part :ā€‹/

I wish there was an option to make it work like the beta (have humanoids work with it).
I also found a few bugs with this system and provided files for them but I think my post got deleted or something and Iā€™m just using workarounds for now

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Yeah I personally got so de-motivated I quit coding on roblox for a couple months. I put all this work into building a custom system around the new controllers just to have 50 billion bugs and no support.

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if anyone runs into this problem where humanoid.running isnā€™t firing hereā€™s a fix u can add to the animate script.

-- modified running connection
Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function()
	if Humanoid:GetState() == Enum.HumanoidStateType.Running then
		local speed = Humanoid.MoveDirection.Magnitude * Humanoid.WalkSpeed
		onRunning(speed)
	end
end)
Humanoid.StateChanged:Connect(function(oldState, newState)
	if newState == Enum.HumanoidStateType.Running then
		local speed = Humanoid.MoveDirection.Magnitude * Humanoid.WalkSpeed
		onRunning(speed)
	end
end)
--Humanoid.Running:connect(onRunning)
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