@gunwormz: I'd love to see people implement this in their games --------------------------------- Copy this into a local script in StarterCharacterScripts ---- local RunService = game:GetService("RunService") local Players = game:GetService("Players") local character = script.Parent local humanoidRootPart = character:WaitForChild("HumanoidRootPart") -- Variables to track the platform's state between frames local lastPlatform = nil local lastPlatformCFrame = nil -- Heartbeat runs after physics calculations, perfect for CFrame snapping RunService.Heartbeat:Connect(function(deltaTime) -- 1. Raycast down to find what the player is standing on local rayOrigin = humanoidRootPart.Position local rayDirection = Vector3.new(0, -15, 0) -- Adjust based on your character's HipHeight local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = {character} raycastParams.FilterType = Enum.RaycastFilterType.Exclude local raycastResult = workspace:Raycast(rayOrigin, rayDirection, raycastParams) if raycastResult and raycastResult.Instance then local currentPlatform = raycastResult.Instance -- 2. Check if the platform is your train (using tags or names) -- We highly recommend using CollectionService to tag moving platforms if currentPlatform:HasTag("MovingPlatform") then if lastPlatform == currentPlatform then -- 3. Calculate the Delta CFrame (How much it moved/rotated) -- C1 * C0^-1 gives you the offset between the two frames local platformDeltaCFrame = currentPlatform.CFrame * lastPlatformCFrame:Inverse() print(currentPlatform.CFrame, lastPlatformCFrame:Inverse(), platformDeltaCFrame) -- 4. Apply that exact same offset to the player humanoidRootPart.CFrame = platformDeltaCFrame * humanoidRootPart.CFrame end -- Update tracking variables for the next frame lastPlatform = currentPlatform lastPlatformCFrame = currentPlatform.CFrame else -- The player is standing on normal ground lastPlatform = nil lastPlatformCFrame = nil end else -- The player is mid-air (jumping) lastPlatform = nil lastPlatformCFrame = nil end end) --------------------------------- #robloxstudio #foryoupage #gaming #gamedev
gunwormz
Region: US
Wednesday 15 July 2026 16:48:31 GMT
Music
Download
Comments
️ :
Jailbreak actually moves the whole map, not the train
2026-07-16 20:22:01
317
✈️ Delta 🧬 :
I remember when the jailbreak train wasn't able to do that and it was so annoying
2026-07-16 04:07:17
1243
Gerbil_king :
Games with airplanes need to implement this
2026-07-15 21:26:54
6415
scheving :
need that for Deadrails
2026-07-16 06:01:30
2698
drenos95 :
Make the whole world move instead of the train once the player is on it
2026-07-16 11:22:17
872
future :
crazy how newton figured this out in the 1700s and some game devs still cant make decent physics
2026-08-29 13:29:54
14
clogad :
?? just make the train client sided
2026-07-15 21:25:18
7
4nge1 :
move the ground
2026-07-15 23:51:33
26
nikostreamsvt[VTuber][20] :
roblox physics used to suck.. but moving platforms got much better
2026-07-16 04:24:06
9
Martim :
How was roblox physics dad
2026-08-01 18:35:00
12
pileton :
this is actually realistic and the real way how physics work because wind resistance, so if youre on a train OUTSIDE you wont stay on the same place you were before unlike when inside without air resistance
2026-07-16 15:05:13
19
Nekome!~ [🐾🖌️] :
Roblox was originally a physics engine btw
2026-07-16 23:00:50
33
rune''' :
i love finding non ai roblox dev posts
2026-07-16 11:22:05
41
трблд👀 :
i hate when games dont have it😭
2026-07-16 14:50:11
61
ִ️⃝ᅠ ️⃝ᅠ ️⃝ᅠ ️⃝ᅠ ️⃝ᅠ: :
Ooor just use the method Roblox added. Character controllers
2026-07-17 13:36:19
10
van :
Was thinking about this the other day
2026-07-15 17:46:32
161
Ryker :
I remember going through all this on jailbreak when the train first came out.
2026-07-16 05:26:27
0
ulises :
You can just use the new humanoid controllers and have these physics enabled by default
2026-07-16 22:55:29
7
Traveler :
or just make a hitbox connected to the train detecting everything inside and changing its properties to align with the trains wouldnt that work
2026-07-16 20:51:06
5
Dreadbon :
As a 2017 Jailbreak player it really goes to show just how far the train has come back when it was first added in like 2018 it was so buggy that when you jumped on it would fling across the map
2026-07-16 05:44:10
5
Nick :
Roblox implemented this a year ago. But you have to implement they’re “new” movement system cause it’s not standard yet
2026-07-16 06:22:58
5
Astronautdudeguy :
You explained it really perfectly
2026-07-15 20:24:12
8
Doodle 🔜 Spooktacufur :
Ur so based
2026-07-15 18:17:02
7
sixoverseven :
if you put the math on the camera's cframe as well it'll turn with the train and feel like you're really on it
2026-07-15 18:24:02
6
ieciii🍁🕷️ :
couldn't you make the platform taller and invisible with no collision
2026-07-15 20:12:20
7
To see more videos from user @gunwormz, please go to the Tikwm
homepage.