I'm trying to apply a force to a part. I've tried LinearVelocity and Vector force, but those are for constant forces. I've also tried ApplyImpulse as well as directly setting the part's AssemblyLinearVelocity. The result with both of those last two is that the velocity is set, but it is immediately overcome by the force of gravity.
#Apply instantaneous force to a part
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Picture shows the AssemblyLinearVelocity.Y of the part for each physics step (PreSimulation)
use apply impulse
"..I've also tried ApplyImpulse.."
Yes, it either goes off into space or it doesnt move at all
no
sounds about right
not for that part anyway, why?
depends on what youre doing
A fishing system
and the hook is the thing you are applying the force to?
yeah basically
ok so id suggest not using a force and instead calculating an arc and tweening it
use raycast to cast to a point in the ocean and tween the arc movement
thats what id suggest, ik its not a solution to your current issue but it would make your life easier :/
by raycasting you can also detect if the cast is aimed at a body of water too
Yeah i was just trying to get it to work using pure physics
I already have stuff in place for that
my experience so far
wild that I can't get simple physics to work
use a sine wave and represent the target as 0° and your hooks initial position as 180°
that way you wont have to worry about gravity
the speed of it, if I tween it
I'm so bad at math, I'll try it though
its alr its not a hard thing to do dw
I'm also going to need to use physics to deal with a fish pulling against a rope constraint too
nah tween it
itll be worth it bro
I need to deliver a POC of this tonight lol
you can get it done im sure
force*assemblymass
e.g to perfectly counter the force of gravity you just do -gravity*mass
this is working perfectly fine when it isn't held by a character (the part in question is parented to a tool)
When the tool is parented to a character though, the part I'm applying the impulse to just falls straight down
@graceful marsh @open dagger
on the right is the fishing rod when it's just in the workspace, I have the assemblies renderer turned on
this is just a capture of it working
(after applying an impulse)
so if it works then what?
It doesn't work when a character is holding it