When the character jumps he move faster in the air than on the ground when her rolls. I have a basic script that removes gravity from the equation by calculating mass.
for i,v in ipairs(Player.Character:GetDescendants())do
if v:IsA("BasePart") or v:IsA("UnionOperation") then
Mass = Mass + v:GetMass()
end
end
local VF = Instance.new("VectorForce", HRP)
local F = (workspace.Gravity * Mass) + 250
VF.Force = Vector3.new(F,0,F)
VF.ApplyAtCenterOfMass = true
VF.Attachment0 = HRP.RootRigAttachment
VF.Enabled = true
game:GetService("Debris"):AddItem(VF, 0.8)
How do I apply the same velocity in the air and on the ground? I messed around with friction and that didn’t really help too much.