Why is BodyVelocity much smoother for ragdolls than LinearVelocity?

Over the last week or so, I was experimenting with a ragdolling combat system. I initially started with using LinearVelocities/VectorForces for my ragdoll knockback. However, I kept noticing the physics were extremely jittery and gross-looking.

Upon analyzing other (much cleaner-looking) ragdoll knockback scripts, I notice that almost all of them use BodyVelocities instead of LinearVelocity/VectorForce. Sure enough, after I switched my system to using the deprecated BodyVelocity instance, my ragdolls were MUCH smoother.

Here is my OLD LinearVelocity/VectorForce system:

Here is my NEW BodyVelocity system:

I have absolutely NO idea why this is the way it is. In my opinion, it makes absolutely no sense why BodyVelocity is being deprecated, when it is VASTLY superior to LinearVelocity in many aspects.

In regards to the point of this post, does anybody know a better way to handle ragdoll knockback that isn’t deprecated? I’m almost certain that LinearVelocity and VectorForces aren’t the way to go, so I’m hoping for a better answer than those two instances. However, if you can prove to me that LinearVelocity/VectorForce can replicate this responsive of a system, please do so because I would much rather use those if possible.

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I totally agree, body velocities are so useful. Roblox currently still can run the instance, despite deprecation for nearly a year now. I don’t think you’re going to find an alternative that isn’t vector force or linear velocity - they are the two main body movers on the platform now. I’ve heard it’s possible to make them behave like a body velocity, but it’s incredibly hard to do so.

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BodyVelocity is just better - there’s a reason why all the top fighting games still use it. I tried using linearvelocity for my dash system and swapped it for bodyvelocity because it was way less janky and nasty like what you showed here

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