I’ve been working on a platformer game and was starting on a rolling mechanic for increased movement speed. But, the way I’ve made the roll system and they roll off a platform, it makes the player look like they were levitating across the air. If you attempt to help, please give a script example.
Your problem is that when setting the MaxForce property you add a value to the Y Axis, therefore ignoring gravity for that part on that axis. You should change bodyVel.MaxForce = Vector3.new(math.huge, math.huge, math.huge) to bodyVel.MaxForce = Vector3.new(math.huge, 0, math.huge). Changing a specific axis you want to be affected by gravity it’ll do just that, while in contrast if you add a value to that specific axis, it’ll ignore gravity. Not too sure if this is the same with LinearVelocity, but it’s how it works BodyVelocity.
LinearVelocity would require you to set it to Plane mode and set the plane to be on the X and Z axis so it doesn’t apply any force to the Y axis, iirc. They are a bit more complicated than the deprecated bodymovers