Can confirm this impacted my game but can be resolved by changing math.huge to a large number. Disappointing this happened as new users temporarily experienced an unplayable game just after they’d bought access.
This has also impacted Mad City, bikes are broken
We all can confirm
Can confirm. Last night I was playing at 3am (Pacific time) and this issue wasn’t happening, but this morning I played at 11am and this issue was occurring. It has broken flying in Feather Family.
I found that changing the MaxTorque to 100,000 instead of math.huge fixes the issue, as stated in the original post.
May an engineer who sees this please confirm/deny it? Since ROBLOX uses 64 bit, does that mean math.huge (aka inf) is 1.7e308 and is causing an overflow of physics running at 32 bit (limit of 3.4e38)?
yup, BodyGyros are definitely broken, i only first noticed this while attempting to play Tower of Wicked Wedges in JToH, the moving platforms wobbled uncontrollably, and found that everybody else was encountering the same issue, which is how i found this thread. Hopefully this bug gets resolved soon.
Last night saved my game, everything was solid. Come back today and ships were just rotating.
Glad this was here.
I can confirm that this happening to a game that I am working for. The Auto-flip feature that uses BodyGyro
and math.huge
is no longer working. This has to be fixed as many games will remain broken.
We’re investigating. Thanks for the report.
Can confirm, players in Jailbreak can no longer flip their vehicles over.
We may have found the root cause. Still working on it.
Update: Confirmed. Working on a fix.
We’ll be reverting the 468 release temporarily to fix this, with a patched release to follow.
Hey joe, yeah looks like the boats are a bit goofed rn, Same thing goes for my washington dc subway cars, they keep getting stuck on turns. Not sure what roblox did.
Not sure if it’s related, but since the reversion it’s changed Z-index behaviour of UI in all of my games
There is a new problem with physics if you all can look into that, things seem to have gotten really unstable recently as of march 14th.
BodyMovers and humanoid collision interactions have been really weird for me as well for the past week. However, this discussion should likely turn into it’s own thread.
I hate to have to bump this thread, but 21 days later I’m still suffering from this issue.
Physics are still acting up for me - especially since March 14th/15th - making all my vehicles (trains) really unstable and shaking so much. I’ve tried a few fixes but none of them seem to be working. No update seems to have fixed this, for me at least.
Hello everyone! Does this issue still occur for you?; or we can close the topic if not anymore. Thank you!
I have a different problem with BodyGyros with inf MaxTorque.
Parts with a Size of 469, 469, 469 or larger get instantly teleported to the void (nan, nan, nan Position) and disappear when a BodyGyro with inf MaxTorque is inserted into them. This doesn’t happen if the part’s size is 468, 468, 468 or smaller, or if the MaxTorque isn’t infinite. The BodyGyro.CFrame doesn’t seem to matter. Here is a repro file:
repro.rbxl (25.3 KB)
When the game is run, the expected behavior for the part is to fall down due to gravity, but instead it instantly disappears.
This also happens with BodyAngularVelocity with inf MaxTorque, regardless of the AngularVelocity: repro.rbxl (25.3 KB)
This behavior is inconsistent, why should it only happen to big enough parts? This is negatively impacting an older game I play, which doesn’t get updated anymore.
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