if (isFlipping) float angle = 360f * (Time.deltaTime / flipDuration); transform.Rotate(angle, 0, 0); flipTimer -= Time.deltaTime; if (flipTimer <= 0f) // Ensure final rotation is exactly 360° transform.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0); isFlipping = false;
if (Input.GetButtonDown("Jump") && !isFlipping && rb.velocity.magnitude > 2f) isFlipping = true; flipTimer = flipDuration; frontflip script
rootPart.CFrame = startCF * CFrame.Angles(math.rad(360), 0, 0) frontflipActive = false end end) using UnityEngine; public class Frontflip : MonoBehaviour if (isFlipping) float angle = 360f * (Time
void Start()
void Update()
UserInputService.JumpRequest:Connect(function() if not frontflipActive and humanoid.MoveDirection.Magnitude > 0 then frontflipActive = true local startCF = rootPart.CFrame local startTime = tick() local duration = 0.5 -- seconds flipTimer -= Time.deltaTime
private Rigidbody rb; private bool isFlipping = false; private float flipDuration = 0.5f; private float flipTimer = 0f;