Essentially, CFraming should be reserved for specific teleportation, like resetting a part’s position to be physically simulated after.
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CFraming to update “local-only” parts may be a valid strategy, but is more likely to cause over-constrained situations and undesirable collisions. This is because you are potentially sending network signals to every player observing the part, without interpolation, and causing jittery motion. Remember that changing a CFrame is essentially a teleport, and shouldn’t be happening every frame. However, if you find that a BodyMover object still accomplishes something that constraints can’t, please report this as a feature request and we can review!Įditing a part’s CFrame (CFraming) should be reserved for one-off constructions at run-time. Constraints are more likely to provide smooth motion and less simulation errors than their BodyMover counterparts. A BodyGyro can be replaced by AlignOrientation, and a BodyPosition can be replaced by AlignPosition. TIP Make sure to use Show Details, Draw On Top, and Show Welds when working with Constraints!Īll “BodyMover” objects and Surface Joints/Welds are legacy and not officially supported.Įxcept BodyVelocity, otherwise they all have supported Constraint analogs. Try to find the actual highest force needed to get your desired behavior.
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If unfamiliar, you can read an intro on how to use them here Building With Constraints – Using Physics –Ĭonstraints are used to manipulate how parts interact with each other and move around the world. We will update it with more info over time. Please share any feedback, suggestions, or questions you have about this post and Roblox physics. We also want you to know that this is intended as a living document. The Roblox physics team is dedicated to help make working with physics as seamless as possible, and we hope this information can help.
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It requires lots of trial and error, patience, and hard work! But with the right knowledge and tips, it can make some of the more difficult parts less difficult. It’s a direct response from our recent Physics Discussion and Surveyĭeveloping games with physics can be tricky. This post is intended to be a hub of physics best practices, tips, and FAQs. There is a wealth of knowledge out there, but being spread out across the forum can make it difficult for developers to find. Over several years the physics team has responded to your bug reports and other issues on the dev forum, often explaining how a part of the physics engine works or offering an alternative approaches.