VectorForce behaving strangely

Hello!
I’m trying to make a custom jumping method for a large player character model, (as large models jump strangely).

I’ve bound it so that pressing Space makes you jump. But the body velocity doesn’t move when the force is applied.
Here’s how I’m applying this force :

		local VectorForce = Instance.new("VectorForce",Character.HumanoidRootPart)
		VectorForce.Force = Character.HumanoidRootPart.CFrame.LookVector * -50 +  Vector3.new(0,1500,0)
		VectorForce.ApplyAtCenterOfMass = true
		VectorForce.Attachment0 = Character.HumanoidRootPart.RootAttachment
		VectorForce.Attachment1 = Character.HumanoidRootPart.RootAttachment

Am I using VectorForce the wrong way? I tried this previously with a BodyVelocity and it also still didnt work.

Any help would be appreciated.

Just tried moving the model by just manually changing the assemblylinearvelocity, and it worked. Not sure why the other methods didnt.

Hello, I think you might be using Vectorforce in the wrong way. The VectorForce instance should be parented to a BasePart and it applies a force to the part in the direction of the Force property. The Attachment0 and Attachment1 properties are used to specify the attachments that the force is applied between. Instead, you can use BodyVelocity to set the velocity of the HumanoidRootPart to make the character jump. I am not sure If this method will work or not. :slight_smile:

local Character = game.Players.LocalPlayer.Character or game.Players.LocalPlayer.CharacterAdded:Wait()
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")

local jumpVelocity = Vector3.new(0, 50, 0) -- You can adjust the Y value to change the jump height

local bodyVelocity = Instance.new("BodyVelocity")
bodyVelocity.Velocity = jumpVelocity
bodyVelocity.MaxForce = Vector3.new(0, math.huge, 0) -- This allows the bodyVelocity to apply force in the Y direction
bodyVelocity.Parent = HumanoidRootPart

-- Don't forget to remove the bodyVelocity after the jump to prevent it from affecting the character's movement
wait(0.1) -- You can adjust this value as needed
bodyVelocity:Destroy()