I don’t want to sound desprate, but it’s been a while since I posted about the issue I have with the gravity controller, so I just thought to quote it. I would really apreciate someone replying to it!
I also encountered this issue (or at least a similar one). You have to increase the size of “collider” I think it was called.
Is there any way to toggle this on and off?
I’ve tried increasing the size the Sphere, FloorDector, and the JumpDetector (The individual parts of the Collider) and nothing changed. Could you maybe tell me what line of code you cnaged in the Collider module?
I did exactly that, so I tihnk it’s a different issue.
thanks alot for the help anyway
could you maybe tell me the exact sizes you put in if it isn’t too hard fot you? Maybe that could fix it
try un-commenting the section of code at the bottom of the localscript in StarterPlayer
i took a glance at it and it looks like the K key toggles the gravity controller
After SO long, almost 11 months I think, I decided to work on fixing these issues again. I’ve spent the last two days tryna figure this out, and I’ve gotten it to an acceptable fix.
First off! To fix the issue of not being able to jump again after jumping off of an IgnorePart, navigate to:
GravityController >> function GravityController:IsGrounded() >> right after for _, part in next, parts do and replace the code there with the below.
if (not part:IsDescendantOf(self.Character)) then
if (self.StateTracker.Jumped) then -- Once landed, re-enable jumping basically
self.StateTracker.Jumped = false
end
return true
end
And the second issue I partially fixed! Sliding down any IgnoredPart with any form of a slope at great speed. To fix this, navigate to your GravityController Module Script >> InitObjects >> and select Sphere aka the Collider.
Once Selected you’ll need to change the following under CustomPhysicalProperties:
I’m pretty sure just the Friction matters, but I never changed the Density or Elasticity so… Couldn’t tell ya.
Anyways, that fixed both of my issues. I hope this helped anyone having these issues!
Thanks again @EgoMoose for making this! Appreciate it!
Hi, I want the player to be the only one who’s affected by gravity and I tried setting workspace.Gravity to 0 and modifying this line (GravityController module):
-- line 143
local g = workspace.Gravity -- old line
-----
local g = 196.2 -- new line
With the new line the controller should ignore the workspace gravity, but the result doesn’t work very well:
https://gyazo.com/2c8df8d58c2a7bea255abd18f6bf3b41
Does anyone have any idea how to make this work?
where is that? i don’t think i can find it
Hello, I must say, the wall stick module is pretty cool. However, are there any ways to make it possible so that players can double jump or use things like trampolines? Since things like humanoid.Jump or any related state tracking stuff don’t seen to work.
Is there a way to have the wall stick activated without using the Tool?
I’m having issues with walk animation replication with Gravity Controller on custom rigs. I’ve just changed values inside the R15 animations module. It works on the client but not on the server.
I have 2 variables.
local Face – is a CFrame
local Angle – is an angle along the Z axis of rotation so the roll.
If the Face variable exists then I want to set the camera relative to the rotation property of the Face CFrame multiplied by the angle so I can add more fluidity.
My game has roads
The angle variable in this case would be about 10 degrees to the left. or -10
the Face variable would be along the road so like… CFrame.new(roadstart, roadend) which looks at the road end.
I just want the camera module to be aligned with the road.
is there a way for the character to wrap the wall? ive been working on it for hours
I love your work but I don’t understand why you never made a function to disable specific parts, would be really useful!
How great module, but must the RotationType be MovementRelative ?
I appreciate your work. but is there a way to change the gravity direction when a player touches a part. and so the player doesnt need to stick to a wall or ramp. its for a 2d game
Looking into this project and trying to implement it into my game, how can you change just the general direction of gravity. So instead of being pulled downwards you get pulled to the left, I’ve been reading through the module but I can’t seem to figure out how. Any help is much appreciated!