#roblox custom character collider like in unity
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Set the HumanoidRootPart’s Anchored property to trueto lock the entire model and prevent any rotation.
now i cant move at all
the only thing i need is to lock the rotation in any directions
but also my model should be able to move
'insert bodygyro
still does nothing
how do i set up it correctly?
Humanoid.AutoRotate = false
put a BodyGyro inside HumanoidRootPart
my model still flips over on stairs, doesnt work
also tried to change D / MaxTorque / P values, still doesnt work
Your model flips because Roblox physics pushes on your custom collider; simply locking rotation isn’t enough. You need to combine AlignOrientation to fix rotation with VectorForce or a proper capsule part so it moves without tipping on stairs.
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i dont understand how to use alignorientation in my case
should i make 3 attachments in: Head, Torso, Legs, create 2 AO’s inside of torso and connect all 3 attachments together?
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Just use one AlignOrientation on the HumanoidRootPart, connected to a single anchored reference part. No need for attachments in head, torso, or legs. This locks rotation while still allowing movement.
okay, that worked
but here comes new problem: now my collider rotates to 0,0,0 coordinates, which causes it to float in horizontal position
Sounds like you just set it up wrong, and what's the collider for?
i wanna try to recreate whole destiny 2 (tiger engine) movement system from destiny 2
Can you send a screenshot of the model in the explorer?
1 sec
Also are the parts welded to each other or the HRP?
Try doing weld constraints to the HRP
And turning off physics on things that aren't the HRP
like head, torso and legs?
i should turn off their cancollide?
doesnt change anything
Not cancollied no
The physics
massless
turns off physics calculations for them
actually dont do that
the collider still has horizontal position ingame
Thats what im confused about
why do you need the bodyalignment?
Cause you see that messes with the CFrame, and constantly interupting CFrames on a character causes alot of funky issues.
Is there no better way to accomplish what you are attempting?
idk, thats like the first thing that limpo suggested
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i dont know if there's other ways to lock the rotation for collider
well basicly this is the problem ^
model should be vertical (blue is head, green is legs) but ingame whole model turns horizontal
BodyRootPart
named it so instead of basic HRP cuz HRP has its own physics and it just wont let me to lock model's rotation