BodyPosition handling MaxForce incorrectly on Adaptive Physics Stepping

Reproduction Steps

  1. Enable Adaptive Physics Stepping
  2. Create a Part and add a BodyPosition
  3. Set the MaxForce somewhat higher than needed

Expected Behavior
The power and dampening factors to be respected without glitching

Actual Behavior
The physics glitch around


The above video shows the physics not working correctly until adaptive physics stepping is disabled.

Workaround
Disable Adaptive Physics Stepping or tuning MaxForce if possible.

Issue Area: Engine
Issue Type: Other
Impact: Moderate
Frequency: Constantly

4 Likes

BodyMovers are considered legacy and likely won’t be updated to address this, but I’d like to state that there’s no other way around limiting forces per-axis, and thus it’s not possible to switch from.
This is also not to mention the fact that the ‘new’ (not-so anymore) constraints require you to set attachments, which becomes unnecessarily tedious when writing it through scripts.

2 Likes

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

1 Like

This issue is still occurring. It started breaking my game sometime in the past two weeks, prior to that it had not been an issue. This occurs with both BodyPosition and AlignPosition, and is fixed by setting Workspace.PhysicsSteppingMethod from Adaptive to Fixed. To reproduce this problem you don’t need to change MaxForce at all, the default properties for the BodyPosition and Part suffice.

This should be fixed! Anyone still having issues?

Unfortunately yesterday I realized that my game was being affected with skills, which use LinearVelocity.
Apparently it was corrected as they say above by changing the physics from “Adaptive” to “Fixed”. (I also clarify that this only happens in the PC web client, in Android and Studio this error does not occur. I have not tried the Microsoft Store client either)

the first is how it looks inside the Roblox Client / the second is how it looks in Studio


1 Like