Why does the ball dissapear when I add the linear velocity?

local ts = game:GetService("TweenService")
game.ReplicatedStorage.RemoteEvent.OnServerEvent:Connect(function(plr)
	local char = plr.Character 
	local hrp = char.HumanoidRootPart
	local ball = game.ReplicatedStorage.Ball:Clone()
	local tween = ts:Create(ball, TweenInfo.new(0.8, Enum.EasingStyle.Cubic), {Size = Vector3.new(7,7,7)})
	ball.Position = hrp.Position + hrp.CFrame.LookVector * 7 + Vector3.new(0,3,0)
	ball.Parent = workspace
	tween:Play()
	local LV = Instance.new("LinearVelocity", ball)
	LV.Attachment0 = ball.Attachment
	LV.MaxForce = 10
	LV.VectorVelocity = Vector3.new(1,1,1)
end)
2 Likes

When you say disappear, do you mean moves away really quickly?

Judging by your code, the ball disappears after adding linear velocity because you’re setting the VectorVelocity property to (1,1,1), which means the ball will move very quickly along the direction (1,1,1).

If you want the ball to move in a specific direction, you should adjust the VectorVelocity accordingly. For example, if you want the ball to move forward along the direction the player is facing, you can use the player’s HumanoidRootPart’s CFrame.LookVector as the direction.

game.ReplicatedStorage.RemoteEvent.OnServerEvent:Connect(function(plr)
    local char = plr.Character 
    local hrp = char:WaitForChild("HumanoidRootPart") -- Wait for the character to load
    local ball = game.ReplicatedStorage.Ball:Clone()
    local tween = ts:Create(ball, TweenInfo.new(0.8, Enum.EasingStyle.Cubic), {Size = Vector3.new(7,7,7)})
    ball.Position = hrp.Position + hrp.CFrame.LookVector * 7 + Vector3.new(0,3,0)
    ball.Parent = workspace
    tween:Play()
    local LV = Instance.new("LinearVelocity", ball)
    LV.Attachment0 = ball.Attachment
    LV.MaxForce = 10
    LV.VectorVelocity = hrp.CFrame.LookVector * 50 -- Adjust the speed as needed
end)

1 Like

Is the ball CanCollide true or false? It may just be dropping through the baseplate after it’s cloned in.
Seems strange you are tweening it (that would mean it’s Anchored) and then putting a LinearVelocity in it (which applies to unanchored Parts).

1 Like