#Roblox physics issue
1 messages · Page 1 of 1 (latest)
Roblox air movement feels inconsistent because the engine applies built-in air damping that gradually reduces any velocity you set, so a one-time boost won’t hold its speed or direction for long; to fix this you should either continuously override the character’s AssemblyLinearVelocity or use a LinearVelocity constraint with high force for a short duration so the boost keeps its strength despite physics drag, which gives you stable, predictable mid-air dashes instead of the velocity slowly dying out.
is there a way i can do this easily?
because i have a whole code thing set up im not really sure how id implement this im new to all this movement scripting
wow quick reply thank god
Yes—easiest way is to not rebuild your system, just wrap your current boost in a short “velocity lock” so you don’t fight Roblox physics manually.
Instead of one-time AssemblyLinearVelocity, do this simple pattern:
apply your boost velocity
then for ~0.2–0.4 seconds, keep forcing it back every frame using LinearVelocity (or reassigning AssemblyLinearVelocity)
then delete it and return control
The simplest drop-in upgrade is using a LinearVelocity attached to the HumanoidRootPart for a short duration, because it automatically fights drag without you rewriting movement logic. If your system already works, you only change the boost function—not the rest of your code—so your current setup stays intact but the dash becomes consistent and doesn’t decay mid-air.
u got a problem
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most chat gpt structured text oat
yeah I am sick and tired of people using chat gpt in scripting or studio help
just a question are metal trees fine
pretty sure it's the opposite
velocity is deprecated
is there much of a difference?
yes
i assume you're talking about linear velocity as in the instance
not a property
right?
if you want to set a small burst of velocity that goes down after a bit, set the humanoid root parts AssemblyLinearVelocity
no i mean when i change the velocity i just apply velocity directly to the hrp so like its a property no?
can you explain why or is it too complex?
yes it's a property
so how would it be an instance?
you can insert a linearvelocity into the humanoid root part to have it constantly have velocity and not just 1 small burst
you have to change the linearvelocitys property to add the velocity
wait so hrp doesnt automatically start with linearvelocity?
no it's an instance
oh yeah and what the difference in just doing the same numbers but w velocity?
velocity is a property that goes down after a short period of time
it doesn't last forever
it goes back to 0 eventually
linearvelocity constantly applies a velocity as long as it's inside of the hrp and has the property set
apply either assembly linear velocity
like set the hrps property
or manually lower the velocity
in the linearvelocity
like because im thinking its gonna bug when i try stacking jumps
for i=1, 10do
LinearVelocity.VectorVelocity /= 1.1
task.wait()
end
but i dont want to add a speed cap
yeah but what if i stack it will that change still to put me back down again?
stack it like how
wdym
what are you even trying to do here
let's start with that
okay so im looking for a speed based game and if i jump boost one time thats great but what happens if i jump boost again while its already decreasing my velocityu
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or wait will it reset the counter
you can remove the previous line velocity when you jump the second time
so would i check when i boost if there is one and if there is delete it then run that again?
yeah
alr swt thanku bro ill try it rn
wait last thing what in the player should i parent the velocity to
the hrp im assuming?
yeah