New property of Workspace. It could be based in studs per second, default 196.2. Why is this not already a thing? Having to use hacky bodyforce workarounds to manipulate gravity is ridiculous and sometimes unreliable.
Why should there be a limit?
I’m not sure if workspace is the best place for this. It may be a good place for a global gravity, but what if someone wants to make a space game with “artificial gravity” in certain areas? The best ways for gravity would be having a “gravity well” type system, where there are points (or surfaces) where parts are drawn to. Another way would be having a “gravity strength” and “gravity direction” in each part’s property. I don’t know the practicalities of implementing these systems in Roblox.
I’d honestly prefer direct access to Roblox’s Gravity value, which is 196.2 studs a second
The physics engine would probably get a little unstable if you make the gravity more than 10 times stronger.
It would in some cases, sure, but not in all! It’s really dependent on the relative size and mass of the objects in question. There may be cases where it would be fine. Better to be unlocked and let developers decide what works and what doesn’t, in my opinion.
Why do you think it’s 10 that will cause problems, and not 9 or 11? Do you have any experience with ROBLOX’s engine, or are you just guessing?
Also, let’s not forget negative numbers. Being able to reverse gravity is definitely something that should be considered.
10 just felt like a nice, solid number. I went ahead and took it out completely.
Edited the suggestion to compensate.
You could set the GravityStrength property to 0 and use a Region3 inside the ship to apply BodyForces to everything inside it, simulating gravity. I think having a per-part property would be a bit complicated to work with.
We are currently developing an API for gravity adjustment, stay tuned.
Will we be able to change the gravity direction?
At the least we will allow you to adjust the amount of gravity somewhere between 0-some arbitrary positive number. Directionality is still being discussed. What would you want to use gravity direction for?
Have you ever heard of this awesome sauce game called Space Engineers? Yeah, that game is da bomb, you’re in space and have no gravity until you make one or get too close to a planet. But with directional gravity, you’re able to make a gravity cannon and wreck havoc on an enemy ship… On roblox all we could do is be able to walk on the ceiling finally, and better yet, we can finally have a Super Mario Galaxy like thing where we’re able to walk on sphered planets without hacky CFraming.
That depends. Will the players still work as expected if the gravity direction is tampered with, or will they be stuck in a constant state of falling?
If it’s the latter, I could still use it to make pseudo wind effects by tilting the gravity slightly. Otherwise, I could make a lot of mind-bending situations in my game. I could make an ability that lets players walk on surfaces other than the floor, for example.
What if I want to make things “fall” upward? Like this:
I wonder…
FilteringEnabled (or the custom lighting hack) + controlling who owns physics + custom gravity
= Each player (and everything in their ship) having the same custom gravity, but different per player