Avatar parts from a particular bundle have extremely large mass

The UpperArm and Hand parts have extremely large mass which can cause game-breaking behavior when players wear it (such as flinging into the void, or preventing the character from rotating).

I imagine this has something do with floating point error since the mesh shape seems to very small. Maybe you guys should be sanity checking a mesh’s mass values to make sure they never go above the volume of the bounding box?

Examples of game breaking behavior:

  • Flinging character into the void when applied via Humanoid:ApplyDescription()
  • Preventing character rotation (and flinging into the void when in first person) when applied via Humanoid:ApplyDescription()
  • Applying extreme forces to other unanchored parts when the character walks into them (see Maelstronomer’s reply for an example)
  • Flinging character into the void when it is ragdolling with BallSocketConstraints
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The unanchored part exploded when I walked into it with this bundle lol

I suspect the thin planes are causing a physics issue somewhere

image

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Thanks for the report! We’ll follow up when we have an update for you.

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