Well I the real Issue is this; I have some Jenga blocks and I have my character. Sometimes as a player, jump power increases by a lot and when hitting a block w this jump power from under can cause everything to shake. Other times is when stepping on to the blocks carrying a good chunk of velocity which then transfers to the blocks. Here is a video of the blocks and what they look like but it doesn’t show the shaking
Here is the game link as well. I think you should be able to try it.
Note I cannot anchor or weld or put any object as not moving.
So the real question in the end is still the title. How to cancel out force from player collision into other objects.
I have already made this post before along with it being solved. but the solution doesn’t seem to work anymore. Currently, each blocks network owner is nil w a root priority of 126. The players mass has been also heavily decreased. where each baseparts density is now .2,
however after all this the blocks are still easily moved. I dont know what I messed up.
these are the physics that effect the block. these only apply to its primary
local BlockMaterial = Enum.Material.DiamondPlate
local BlockPhys = PhysicalProperties.new(.6, .225, 0, 1, 1)
I really dont wanna change these values. because there crucial to the game. Instead the goal is modify how the character interacts with them
I would. If how the player interacted with water wasnt important too. Making the character massless when touching water launches it really really really far.
if it would be possible to have a some what system like an event where if assembly is changed, it provides in the parameter by how much and by what object or reason. that could solve everything really.
Who or what is responsible for “expected” movement of the blocks?
You could disable collisions between players and the jenga blocks with a collision group, and (from the client), recreate the collisions, with anchored clones of the jenga blocks (that also don’t collide with the jenga blocks)
Annoyingly, every time a jenga block moves, the collision clone would have to manually be moved, so I would query every frame which jenga blocks are in a radius of like 16 studs around the player, and only set the collision clones for those jenga blocks (with their CFrame updated every frame)
Never saw anything that comes close to that, sadly