This is because the object will slightly overshoot its target and smoothly edge itself back to where it’s supposed to be. The “Back” EasingStyle essentially means that the object moving will have to “move back” to its final position. I will be covering each EasinigStyle in alphabetical order (with the exception of the 4 EasingStyles influenced by interpolation, see here) rather than in number value order. Touched instead: local canRun true trigger.Touched:Connect (function (hit) if not canRun. Try setting the canRun variable to false in the. ![]() The object is supposed to be put on the plate by a player pushing it making the code run a lot of times. When considering collision handling on parts, note the following: A part's CanCollide property affects whether it will physically collide with other parts and. The touch event happens multiple times at the same time. ![]() These events can be detected through the Touched and TouchEnded events respectively. Local tween = TweenService:Create(GreyPart, tweenInfo, ) Collision events occur when BaseParts intersect or un-intersect in the 3D world. Local tweenInfo = TweenInfo.new(3, ) - Not setting an EasingDirection to keep it at its default () Here is the base code (script will be placed in ServerScriptService starting with ): local TweenService = game:GetService("TweenService") For reference, each Tween will be 3 seconds long, switching out the EasingStyle each time and keeping the EasingDirection at its default ( ).
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