TYSM to the hard work of Roblox’s Physics Engineers! ![]()
R6 is getting canned this year
Thank god
Great feature but why are you forcing existing games to move this functionality? Many games that are no longer maintained (but are still functioning) will simply stop working once Phase 2 rolls out. Backwards compatibility has always been a priority for Roblox so why the change up?
If you guys really want to ensure no one uses the old behaviour you should just hide the opt-out property unless it is already enabled (similar to how the Surfaces section on parts do not show in properties anymore unless any surface is not set to Smooth).
Is there any performance difference between Motor6Ds and AnimConstraints set to Kinematic?
That’s my only concern with migrating since my project uses a large amount of animated characters.
This wouldn’t be a problem if the R6 to R15 converter is some what competent, but from memory it wasn’t, and as far as I know they have no plans to fix the near decade old issues that character packages faced when they were converted from R6 to R15.
Sooo… you added something developers have already made a decade ago.
I mean, it’s nice to have this as something easy to use, but the toolbox already has a bunch of ragdoll scripts that support both R6 and/or R15.
This part has me nervous. I’ve developed a sizable amount of tooling around Motor6Ds for either procedural animations, or to get around animations not being distributed publicly. I know a couple of my older games that I don’t support anymore are going to abruptly break to the point of being unplayable. I fear a lot of others are in the same boat. I also fear a lot won’t know since the title doesn’t warn of breaking changes, so it might not be clicked through.
Specific note for Nexus VR Character Model for anyone reading, since this is my most popular thing affected by this: this has been supported since V.2.14.0, although has not had widespread testing. It might have this issue while playing animations, which is still pending a solution.
Edit: Nexus VR Character Model does not behave with this update.
This update is awesome and has zero downsides. Please try using it in a game you are working on before writing an essay complaining about it.
This user more than likely used ChatGPT to generate yet another low effort slop post.
Will the avatar death type be set to ragdoll as a default as well for existing experiences? Or will they continue to use the legacy falling-apart death?
Trying this out and it seems pretty cool!
However, I’ve noticed that despite setting EnableFluidForces to false the character is still acting as if it’s enabled. I am setting this fluid property to false on the client via a PreRender connection since the character sets it to true every frame in the core scripts, and am setting it on the server but it seems to have no effect. When I disable fluid forces for the whole game via workspace.FluidForces then the issue is solved, but I’d like to have fluid forces enabled for other aspects of the game.
What happened to Rail Constraints?
I would say the scripts behind R6 are old, not R6 itself. While the community loves R6, it doesn’t feel the same for the company. More recent features only go to R15 and developers have to do some extra work if they want R6 to work with newer features. I understand they don’t want to break old games but I feel they could totally add things like animatable faces, layered clothing, and emote UGC to R6 if they wanted to as toggles for developers to decide what doesn’t break their games.
We did several iterations of 3d space splines but couldn’t arrive at a satisfying version of the product so it did not end up shipping.
Every iteration had some combination of editing UX issues / issues with not having the flexibility to cover enough use cases. One particular difficulty is that every spline use case kind of wants the splines to act just differently enough that it’s hard to have them share the same spline construct.
Roblox did when they created the new rig back in 2015 / 2016. Objectively, R15 is what should be used for new works as it supports everything R6 did in addition to the new engine features.
Any type of styling you are going for that R6 had you can accomplish with R15, any physics / movement mechanics you had with R6 can be done with R15.
If there’s specific problems you’re facing with R15 that you aren’t facing with R6 I’d be happy to chat about solutions with you in DMs ![]()
Could we see possibly a couple 3D Spline instances in future to cover all usecases, rather than just one singular instance like how Rail Constraints were going to be?
I think they gave up on adaptive R6 to R15
It’s been 2 years.
We also don’t want to disrupt R6 games as we roll this feature out. Creators who choose R6 are often intentionally choosing to opt-out of new avatar features. That’s fine - we want to respect that.
You have no idea how relieved we are to hear that. Any time an update affecting R6 comes out, I see widespread backlash from my communities. I generally script everything to work with both rigtypes, but others stubbornly cling to the classic avatars.
I do need to ask though: Even with Motor6D being deprecated soon, scripts relying on it (like two-handed gun aiming to follow your mouse) will still work, right? Or do we need to start converting everything over to BallSocketConstraints?
I believe you meant to reply to @Fe_ct
Yeah that’s a great idea. I’ll share a R6 example script shortly.