You can apply velocity to the character’s primary part using AssemblyLinearVelocity. It should automatically handle friction and other stuff.
Could you use linear velocity instead of body velocity?
Linear velocity is currently actually worse than body velocity (unintentionally), roblox is trying to improve it but it’s gonna take a while. So for now body velocity is the smoothest.
Linear velocity is also harder to use anyway.
Heya! I’ve been trying to perfect my own dash system for the past day pretty much and stumbled upon this post after exploring both align position, body velocity, linear velocity and even Vector Force, in hopes of ending up with a system that feels smooth and efficient like TSB and JJs, I’ve used body position with a max force that has its Y value set to 0 so it respects gravity… then you spawn a part 5 studs or so in the direction of the dash, weld it to the humanoidrootpart, and then update the bodyposition to the parts position for any specified amount of time, you can also easily change the force of the dash to decrease over time editing the P value using tweens or whatever you’d like
exactly, that’s probably why it’s likely most fighting games use bodyvelocity or even bodyposition for things like kb and dashes, it works the smoothest and easy to use.
you don’t need confirmation to tell that they use bodyvelocity for dash because it’s pretty obvious they do
You never know for sure though
Using deprecated instances cause they’re “easier” is so goofy
I dont see the issue. Deprecated Instances still works. and if they are easier than the new Instances then use it
Nope, you should use them only if you have to, since they most likely are to be removed any time.
Roblox most likely wont remove it if a majority of Roblox games used that instance
I just got an pretty smooth dash by just using linear velocity on the client
People who are saying to use more than regular bv and use lerp/tween are wrong.
There have been countless topics showing that lerping/tweening the character is more of a hastle than just simply using bodyvelocity.
client-sided bodyvelocity is more than enough to keep smooth and consistent frame rates.
People are a bit too harsh on roblox physics, the character model is only 1 assembly. So using bodyvelocity will not cause increased computation time for frames. See here:
it does matter though because you could end up getting something which feels completely different from BodyVelocity which is what TSBG uses
no but the leaked scripted file from when garou was added says so
linear velocities suck bro. I already tried both and bodyvelocities are overall simpler ,better and more efficient tbh i dont even know why they deprecated them
Like I said, i got a pretty smooth dash by using linear velocity and using a for loop (on the client). Also linear velocity isn’t even that complicated.
maybe they changed it since then
well, at the end of the day everyone has their favorite velocity that they feel more comfortable with i guess
ah yes they would change it to the laggier linearvelocity which doesn’t even send you to the destination properly half the time because of how laggy it is