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On this page
  • Overview
  • Disabling Physics Anchor
  • LinearVelocity
  • How to Use
  • Properties
  • Script Feature
  • AngularVelocity
  • How to Use
  • Properties
  • Script Feature
  • Applying Physics to Humanoid
  1. Studio Manual
  2. Object

Physics

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Last updated 2 months ago

Overview

The Anchored property allows you to enable or disable whether a Part is affected by physics. Additionally, using physics-based objects like LinearVelocity or AngularVelocity allows for more precise control over the physical movement and rotation of Parts.

Disabling Physics Anchor

In OVERDARE Studio, the Anchored property determines whether an object is fixed in place. By default, newly added Parts have physics disabled for performance optimization.

To apply physics effects, select the Part and disable the Anchored property.

When the Anchored property is disabled, the object will be affected by physical forces and gravity.

LinearVelocity

LinearVelocity is a physics object that applies a constant linear velocity to an object. This allows the object to move continuously in a specific direction, even when influenced by external forces like gravity or collisions.

How to Use

To use LinearVelocity, the Part must have an Attachment. First, add an Attachment to the Part, and set the Attachment in the LinearVelocity properties window. Next, specify the physical force (direction of movement) in the Vector Velocity property, and the Part will move in that direction.

If the physics effect is not applied, ensure the Anchored property of the Part is disabled!

Properties

Property
Description

Force Limit Mode

Sets how the applied force is limited.

  • Magnitude: Limits force based on the total vector magnitude

  • PerAxis: Allows individual force limits for the X, Y, and Z axes

Max Axes Force

When Force Limit Mode is "PerAxis," sets the maximum force for each axis.

Max Force

When Force Limit Mode is "Magnitude," sets the maximum force that LinearVelocity can apply (in newtons).

Force Limits Enabled

Determines whether Max Axes Force or Max Force limits are enabled.

  • true: Applies the set maximum force limits

  • false: No force limits (default)

Relative To

Defines the reference coordinate system for the applied velocity.

  • Attachment 0: Applies velocity relative to the first attachment (Attachment0)

  • Attachment 1: Applies velocity relative to the second attachment (Attachment1)

  • World: Applies velocity based on the world coordinates

Velocity Constraint Mode

Determines how velocity is applied.

  • Vector: Directly sets a specific vector velocity (default).

  • Line: Sets velocity along a specific line direction

  • Plane: Sets velocity within a specific plane.

Line Direction

When Velocity Constraint Mode is set to "Line," defines the vector direction of movement.

Line Velocity

When Velocity Constraint Mode is set to "Line," defines the magnitude of velocity along the line direction.

Plane Velocity

When Velocity Constraint Mode is set to "Plane," defines velocity within the plane.

Primary Tangent Axis

When Velocity Constraint Mode is set to "Plane," defines the primary tangent axis that determines movement within the plane.

Secondary Tangent Axis

When Velocity Constraint Mode is set to "Plane," defines the secondary tangent axis, which must be perpendicular to the primary tangent axis.

Vector Velocity

When Velocity Constraint Mode is set to "Vector," specifies the velocity vector to be applied to the object.

Attachment 0

Sets the attachment point for LinearVelocity.

Attachment 1

Sets the attachment point for LinearVelocity.

Script Feature

local Part = script.Parent

local Attachment = Instance.new("Attachment")
Attachment.Parent = Part

local LinearVelocity = Instance.new("LinearVelocity")
LinearVelocity.Attachment0 = Attachment
LinearVelocity.RelativeTo = Enum.ActuatorRelativeTo.World 
LinearVelocity.VectorVelocity = Vector3.new(1000, 0, 0) 
LinearVelocity.MaxForce = 10
LinearVelocity.Parent = Part

AngularVelocity

AngularVelocity is a physics object that applies rotational velocity to an object, allowing it to rotate at a constant speed.

How to Use

To use AngularVelocity, the Part must have an Attachment. First, add an Attachment to the Part, and set the Attachment in the AngularVelocity properties window. Next, specify the physical force (rotation direction) in the Angular Velocity property, and the Part will rotate in that direction.

If the physics effect is not applied, ensure the Anchored property of the Part is disabled!

Properties

Property
Description

Angular Velocity

A vector that defines the rotational velocity applied to the object. (You can set the rotational speed for the X, Y, and Z axes in radians per second (rad/s).)

Max Torque

Sets the maximum rotational force (torque) that can be applied to the object. (If this value is too small, the object may not reach the desired rotational speed.)

Relative To

Determines the coordinate system for applying rotational velocity.

  • Attachment 0: Applies rotation relative to the first attachment point (Attachment0)

  • Attachment 1: Applies rotation relative to the second attachment point (Attachment1)

  • World: Applies rotation based on the world coordinates

Attachment 0

Sets the attachment point to which AngularVelocity is applied.

Attachment 1

Sets the attachment point to which AngularVelocity is applied.

Script Feature

local Part = script.Parent

local Attachment = Instance.new("Attachment")
Attachment.Parent = Part

local AngularVelocity = Instance.new("AngularVelocity")
AngularVelocity.Attachment0 = Attachment
AngularVelocity.AngularVelocity = Vector3.new(0, 3, 0) 
AngularVelocity.MaxTorque = math.huge 
AngularVelocity.RelativeTo = Enum.ActuatorRelativeTo.World
AngularVelocity.Parent = Part

Applying Physics to Humanoid

Coming Soon.

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