Attempting to handle inconsistencies with the new R15 Single Collider mode

The new Single Collider avatar setting that Roblox introduced recently is a great start to making player’s characters have more consistent gameplay; however, there is still an abundance of issues that I have run into while experimenting with this mode. Most of these issues can be resolved by restricting the heads and body parts that players can use, however, my ultimate goal is to have as much character customization as possible while keeping gameplay consistent.

Almost all of the issues I have ran into with Single Collider mode are due to the fact that the humanoid root part can change size and position within the character due to the avatar’s selected head, body parts, and scaling settings, as seen below.

Here’s a list of issues that I have noticed due to this:

  • The root part’s size affects its mass, which can give players an advantage when pushing unanchored parts or other players. In extreme cases, this can allow players to fling others.
  • The root part’s mass also affects how the player experiences friction, like when turning around or pushing against walls.
  • The root part’s size can noticably change how far you can walk off the edge of a platform before you start falling.
  • The root part’s position affects the character’s hip height, changing the maximum height you can walk up steps and the maximum height you can jump up walls.
  • When in the freefall humanoid state, the root part temporarily gains collision, which can affect colliding against parts if the root part is wider/longer than the collision part.
  • The collision part can stick below the root part, which can cause players to struggle when jumping up walls or walking up steps.
  • In some cases, when a player falls over, they will be unable to get up, unless they are holding a tool. I have noticed this with smaller root parts.

The rest of the issues I’ve experienced with Single Collider mode are visual. By abusing animation packs, emotes, and body parts, it is possible to hide inside of walls. This is due to the collision part usually being the only part in the player model that has collision, letting all body parts go inside of walls. This is especially an issue due to UGC bundles and the recent introduction of UGC emotes.

What would be the best way to handle with these inconsistencies, while limiting character customization as little as possible? I have messed with changing the humanoid root part’s size using a server script, but I do not feel like I have enough experience to make this work on my own. Also, I apologize if this post is too lengthy and/or difficult to understand, as I am not used to making any kind of forum post.

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Use R6. Throw out UGC bundles since they’re the problem and now UGC emotes either since they’re a disaster, and because only ROBLOX bundles work in R6, you’re allowing more customization than if you limited R15 to a single rig type.

To put it simply: Its impossible to have consistent and fair gameplay with R15 without limiting players to a single bundle.

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