Tween to physics

In the video I show my Jenga block game. I have new blocks coming from the platform part and I want it to be generating Ben while players are on it.

Right now I’m using tweens which look great. But does work great as it phases through the player. How can I move these another way? Where all objects including players move up with it smoothly?

Bump

Instead of tweening use, AssemblyLinearVelocity to move the blocks up, and if this doesn’t work. also use it on the player’s humanoidrootpart

But if you want that smooth look, use VectorForce or change the AssemblyLinearVelocity in a loop.
Basically use physics not tweens.

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I was thinking of this but how would this work if the blocks started from inside a part? Or achieve some sort of that effect.

I could apply this to parts not coming from the ground but what if the player is on the ground? Then they will feel this effect. Also keeping the parts not rotating is something I’m concerned of as well.

Is there some method when using these am I missing or should I try something else

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Shouldn’t matter

You can check with humanoidstate

What do you mean?

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I’ll just try it out tomorrow and see how it goes for both controllers

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One time I actually built a hybrid system for a little vehicle in a game of mine. I had a part I tweened to the location I wanted it to go, but I used an AlignPosition constraint on the actual vehicle. That way I still had control over the vehicle and you could still interact with it physics wise.

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That’s how that worked out. @busterk66

And @WizulousThe2nd velocity didn’t work either.

It did matter I had to do collision property messing around but the character doesn’t start clipping which is great. But what isn’t great is that it starts to jiggle…