whole lotta yap here and little substance
Hi Catargo, thank you for the helpful feedback.
I was wondering if you could help me with some clarification concerning the swimming behavior.
Is this about changing swimming directions, left and right? I tried that out using the “Avatar Abilities Beta Template” linked to at the top of this thread, and observed it to actually be an improvement over humanoid. In both cases, the character would sometimes orient themselves on their back, before righting themselves. But with Humanoid, the process of righting itself took longer.
Am I looking at the correct steps-to-reproduce?
Thank you for any clarification.
Thank you for the discovery, Kelven! This should be addressed in the next release.
If they give us R15 that looks like R6 and acts like R6 I don’t really care how many parts it is. The main thing is though they’d have to handle the differences in part names (like how R15 the torso, arms and legs are multiple parts, so calling simply “left leg” won’t work)
Also - it would appear this was the Physics Team’s update, not the Avatar Team (I see Kleptonaut’s character in the GIFs) and these are certainly physics based items, so seems like this team most definitely should work on this.
I’m relatively confident this team is not the team trying to convert R6 to R15 even though these were avatar changes in this post.
Thank you for the very helpful report, xyrafrost.
The swimming issues (speed, rising, and jumping at the surface) should be addressed in the next release.
Doesnt roblox already have 10 directional movement animations that include strafe?
Adding a “Strafe” behaviour is not usefull and it still continues what you guys have been doing for years, spoonfeeding us which will not really help us and give us more freedom of development.
I would suggest instead of adding strafe behaviour, you guys should add a new enchanced humanoid and allow the developer to add/remove machine States manually.
The new enhcanced Humanoid will by default be empty, and very performant. the player will manually decide which and how many states to add, and name them, the player can also remove states later, besides that, the player will also use “AvatarAbilities” to use abilities, example for abilities:
- shooting ball
- fire a fireball(or what ever ability)
- Jumping
- healing
for each state or ability the player can add animation blendspaces/instances, and custom states like walk, crouch, run,walk, fly, dead, underground etc each will have their own blendspace that runs the animation according the where the player/npc is heading, that way it will be more intuitive and easier for us the developers to code our characters.
another thing you guys should add to the enchanced humanoid is Values.
Values can be number/boolean and more types. these values can be used for Health : number, stamina : number.
Please dont ignore this message @m0bsterlobster @Robloxy_Moxie
Hi BlueDeveloper24, thank you for the suggestions. Your input is valuable and heard.
Although employees generally cannot disclose what is and is not in development, do note that this is just a beta stage of the feature.
None the less, there are a couple of things currently available in the beta or mentioned in the post as being in the pipeline which align with your needs. In particular:
A) Abilities can be disabled. Thus if one would like a character to have zero states, that can be achieved by disabling every ability. To do so, in the datamodel under the player, navigate to “AbilityManagerActor.Abilities” to see a list of ability Configuration instances. Each of those instances has an “Enabled” property.
B) The capability to define one’s own custom abilities is on the way for a future release!
disabling Humanoid states via SetStateEnabled does not run as fast as if those states were entirely removed from the underlying C++ source code.
Disabling a state just tells the State Machine “don’t enter this.” The engine still has to check if it would have entered that state before deciding to ignore it. in some cases, disabling certain states can actually increase CPU time. For example, disabling the FallingDown state while CFraming a Humanoid has been known to trigger unexpected raycasting calls in the engine, causing more lag than if it were left enabled.
Adding more built in states will just spoonfeed us and wont make it more general as you guys try to. What if someone wants a “Flying” or “crawling” states? you really going to add dozens more state and make use extra code to disable all of these?? imagine a game with 100 players + npcs. that would completely impact the players gameplay fps.. you guys should let us manually choose the states and focus on creating a blank state humanoid where it stores the states/actions/values the player has.
not all humanoids need “Health” some games dont have players dying, so they dont need the whole “death” code break /not break joints checked, not all characers need to have “HumanoidRootPart” in the games… we can use capsule collision or something to not make character fall.. you guys need to think more generally if you want to give us more tools to make games
Besides we are unable to cage layered clothing to non humanoid npcs.