Im currently using the StateChanged event to find when the player is moving around, but it doesn't seem to work right. It doesn't register the player stopping and walking again very well, and it's unreliable overall. I previously tried getPropertyChangedSignal on velocity in the humanoid root part and checked if the velocity ever reached 0, as a way to see if the player is moving. Not only did it not work, but it would have registered a jump or climb as the player moving, which I don't want. How else can I determine when the player is walking?
self.hum.StateChanged:connect(function(old,new)
if new == Enum.HumanoidStateType.Running then
print("You're moving")
self.isMoving = true
elseif old == Enum.HumanoidStateType.Running then
print("You're not moving")
self.isMoving = false
end
end
