Rolling while jumping allows players to go further than they should. How can I fix this?

Is there anyway to ignore friction with my rolling so I can adjust it to where its always the same speed regardless of circumstance? e.g midair, in water, on ground

You could set the friction to 0 with custom properties in the baseplate but I dont actually know if friction is the cause here but its worth a try

Go to baseplate properties and go to custom properties and put it to true then set friction to 0

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I would have to do that for every part in my game (it wont be a baseplate forever obviously)
also wouldn’t that affect other things?

set every part in the workspace to 0 friction then set it back after they roll?

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I plan on having a very large map so thats probably not the best idea.

But did changing the friction work?

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Theres no point in trying when that isn’t a viable option for me.

I know I just need to know the cause of the problem

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Have you tried @rottendogDkR solution?

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I have solved this by checking enum floor material midroll as I did before along with freefall humanoid state but I set the maxforce of the bodyvelocity to 0,0,0 if it detects you midair. This stops the roll completely.

The issue still occurred if you jumped as you rolled however so I also made a custom jump function (as I needed to anyways for certain game mechanics) and made it so u cant jump whilst rolling. (I had to make it a CUSTOM jump as the previous jump detection methods were delayed for some reason allowing you to sneak a jump in during the start of the roll)