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.