this wheel is powered by physics
this wheel has physics like you’ve never seen before, this wheel has the thingy
download and get yours now!
wheel_spin.rbxm (13.9 KB)
update: only issue that it sometimes lands on 2 sections at once than one.
this wheel is powered by physics
this wheel has physics like you’ve never seen before, this wheel has the thingy
download and get yours now!
wheel_spin.rbxm (13.9 KB)
update: only issue that it sometimes lands on 2 sections at once than one.
And how do we know where it stopped?
Trigonometry the OP doesn’t know!
If it’s purely physics based, this can be figured out by having a function to calculate the spin, if you don’t know how to calculate geometry you can use Touched.
However, you can also have an invisible part with no collision that the “ticker” will intersect with, then you can check which part the ticker is touching via BasePart::Touched
event emitter. You can assume the spin is over when it has been long enough not updated.
thats a great question my friend, I didn’t get to that part, however I had in mind adding hit boxes to each section of the wheel and check where the needle lands on
Simply adding hitboxes/collision parts for each segment.