Is it really though? The only part of the climbing script that affects physics is me anchoring then unanchoring the HumanoidRootPart and applying a velocity straight up (or at an angle) for the jump effect.
do
local c = humanoid:LoadAnimation(script.Climb)
c.Priority = Enum.AnimationPriority.Action
c:Play(0.3)
root.Anchored = true
-- CFrame the root to face the wall
local lookVector = root.CFrame.lookVector
wait(0.15)
root.Anchored = false
root.Velocity = Vector3.new(0, 65, 0) + lookVector * -30
wait(0.2)
return true
end
I was not get the sliding shown in the video. Do you think another factor could possibly be contributing to the sliding?
I’m not sure if it matters, but I used a .Touched event on a part with a 2 second debounce.
well, i’m not really sure if this is related, but if you go in-game, and set your hipheight to 0, you get the same effect. could be something with how your root goes into the block.
I found a semi-fix: Give the humanoid root part high friction, density, mass, and friction weight. This prevents the rapid sliding. The only other thing you could do is increase the hipHright slightly, and you should be fine.