I’m trying to achieve some Mud Physics which work similar to MudRunner. The very first issue I’m running into is that Terrain:FillBlock() refuses to work and I have no idea why.
If there was a way to detect when a part starts rotating that’d be great too since I doubt it’s because me trying to do this every frame.
rs:BindToRenderStep("MudPhysics", 1, function()
for i,wheel in wheels do
if wheel:FindFirstChild("WheelPart") then
terrain:FillBall(wheel.WheelPart.CFrame, wheel.WheelPart.Size / 2, Enum.Material.Air)
end
end
end)
As you can see in this picture the car is sitting perfectly fine on the mud, while it’s supposed to dig through it.
On the first argument it expects a Vector3, I had sent it a CFrame instead. On the second argument it was expecting a number, I had sent it a Vector3 instead too.
It still won’t run! This line is not even executing even though it’s supposed to.
Nevermind, it suddenly started working after I restarted Studio.
The issue was probably the arguments but I’ll still mark your post as the solution since you tried to help. Thank you.