Have you found any workarounds so far? In my case I was able to bandaid-fix the bug by commenting out code that changed the CFrame of the LowerTorso’s Motor6D
But since you’re experiencing the issue with animations idk
Have you found any workarounds so far? In my case I was able to bandaid-fix the bug by commenting out code that changed the CFrame of the LowerTorso’s Motor6D
But since you’re experiencing the issue with animations idk
Unfortunately no, since I have been busy with other things. The issue isn’t very prominent enough to warrant immediate fixing at least in live servers of the game I develop for.
I noticed an issue with players not being able to stand on items moved by roblox physics. After some hours of trial and error I have narrowed down the problem to Unions. But maybe its union collision issues in character parts in animations contributing to your problem also.
I have been able to reproduce this issue.
The problem is when there is a cancollide Union either moving or welded to the Roblox physics moving part. When the union(with depth, for example part of the union in Z axis) is moving the character cannot stand on it or any part that is near it that is also moving with the assembly, it will move under the character and the character will slide off.
In Studio the player can stand on the Union as expected. this only happens in live games on the client.
Seeing the same thing. Also applies to MeshParts.
Further info:
I don’t know why there isn’t more uproar over this. This problem seems highly impactful to many games. I tried a few and can see the issue in Sharkbite, zeppelin wars, Fishing sim… etc.
Still happens to me with MeshPart CollisionFidelity set to Box while having the player inside a box for their hitbox. I dont see a single solution in sight to fix this for me. And the fact that there’s no problems in studio is…interesting.
Yeah I still have the slipping off moving platform problem with cancollide turned off on meshparts and unions in some complex assemblies and also with character parts cancollide false.
no workaround to be found…
Should also note that everything works fine for me in Studio, on mobile, and on the Microsoft Store version of the PC client.
I also thought I was the only one experiencing this. I have a script that manipulates the waist and neck Motor6Ds depending on camera angle. I too have neither made any alterations to character animations or the default animate script. My game experience is strictly first person, so the camera aggressively vibrates when walking. Higher walkspeeds exacerbate the frequency of the jitter. Since playtesting in live servers is the most accurate and performant means of testing, for countless reasons, it’d be an understatement to say this is disruptive to my workflow.
Having the same issue in my game whenever a player aims a weapon (it adjusts their UpperTorso Waist & LowerTorso Root joint C0’s), it is a pretty big issue as it heavily disrupts gameplay.
Can also confirm this is happening in-game but not in a studio instance
Despite setting physics method to Fixed, it behaves like i set it to Adaptive which causes this in the first place
We made a change that we think may have resolved this, are you still seeing animation issues?
Thank you! I’m no longer having issues in live servers for my game.
Fixed for me as well! Thank you
This is now fixed for me in-game, ty!
Fixed my issues too, awesome !
Issue is fixed and no longer occurring. Thanks!
Um, is this issue related to this physics bug thing? I’m posting this here in case other users are also experiencing similar issues.
For some reason players are able to walk through walls inside my game when they have the MeshPart forcefield sorrounding them.
I’ve never gotten this reported in the whole year this has been a feature, and only now is it occurring.
Is this on me, or is something strange with recent updates at fault? I can’t seem to get around this issue, whether it being using different collision groups, setting CanCollide, etc.
(for context, the ForceField is attached via Motor6D)
My ‘sliding off moving platforms’ issue seems to be fixed! thanks