Problem:
When the bike is being run on a server with players, the bike physics acts up when a player approaches. I’m not sure if this is a bug with the current studio engine.
Physics when on the “Run” test as shown here:
Physics when on the “Play” test as shown here:
VectorForce Calculation:
local t = primary.Orientation.Z
local f = -balancePID:Calculate(dt, 0, t)
vf.Force = Vector3.new(0, 0, f)
Explanation:
Applies the force opposite of the bike’s PrimaryPart’s Z orientation using sleitnick’s PID to smoothen the force.
Not 100% sure if this is the issue or not, but have you tried giving the network ownership of the unanchored part(s) to the server? Have you tried testing it out in an actual game as well?
Just realized that I had to set the network ownership inside of the loop where the force was being applied, trying to find a more efficient way of doing this though.
I am working on a buoyancy system using VectorForces and all of my floating parts that have their network ownership set to server behave as intended, the player characters however, are buggy and unstable. It is definitly a network ownership problem.