PC Info: Windows 10, 22H2
Date First Experienced: September 7th, 2023 (could’ve been a few days prior)
Data Last Experienced: September 13th, 2023 (still ongoing)
Reproduction Steps:
Either use this example kit I created
MovingPlatformExample.rbxm (9.3 KB)
Or…
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Add 3 parts; one an unanchored platform with BodyPosition in it (and maybe some Gyro to keep it from wobbling), the other two are anchored, non-collidable parts representing ‘Start’ and ‘End’ (can add
similar midpoint parts too) -
Change up the BodyPosition’s D, P and MaxForce values and create a script.
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Inside the script, you can initially put the BodyPosition of the platform to
platformPartName.BodyPosition.Position = startPartName.Position
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Upon waiting a loop, pressing a button or some, the BodyPosition’s position can be set to the End part’s Position. A bit later it comes back to Start.
Here is a video showing the issue:
The video shows the exact same behaviour as currently in game (only since a while)
- it being a tiny bit underneath the start/end is normal because of the set Power and Dampening. They’re set to these values so the platform doesn’t zap from A to B. This ONLY happens after it’s been ‘touched’.
- I did notice that on the second play, from about minute 1:49, the the platform almost took seemed to make a slight parabol shape, going up and then back down…? Maybe that’s a lead
- In an additional experiment, I placed down a part on the platform → It did NOT ‘activate’ and kept going at the weakened manner
Expected Behaviour: Platform should behave just as shown on 0:49, without needing this ‘activation’
Actual Behaviour: Platform seems to sink down and only returns to its actual power when triggered by a Zombie, Player or NPC
Besides that, whilst playing I noticed the floating orb, which moves between two parts with its BodyPosition, has suddenly become a lot weaker: It currently drags down a good 1-1.5 studs under.
Obviously I never changed any values, which must mean something physics related has happened. Heard someone mention how physics have changed a lot as of recently. Perhaps this also applies to the Power and Drag of BodyMovers?
This has essentially broken both visual, as well as core interactions in my game. What has changed as of recently?
To try and find an alternative solution for each individual affected model, I tried changing the initial BodyPosition’s position, which is what seemed to drop.
For moving platforms that go from one part’s position to another by a button, the object sinks whilst Running the place in Studio. I also increased the initial Position by about 2-3 and it worked.
When the platform is activated during this Run session, the midpoints and end it does sink again too, whereas in an actual game, it doesn’t when I get close or within… rendering distance… or so?
The position should be equal to the cylinder.
Upon touching the platform, it raises up and does get to about the desired height…
Similarly, when spawning an NPC like a Zombie on top of this sunken platform, it slowly moves up too, just beneath where it’s supposed to be.