A lot of times in my game (in-game, not in studio) , my character cannot move. It happens randomly. In the video I posted below, it shows me using the developer console to print my Walk Speed. None of my scripts deal with walk speed, and this only seems to happen in-game (can walk in studio). I have no plugins, no back-door scripts, or free models. The default movement is on keyboard.
robloxapp-20200715-2016199.wmv (4.3 MB)
If you can’t download the video, the developer console printed my walkspeed as 99, even though I couldn’t move.
Hope someone can clarify what’s going on, have a good day!
I just tested it again by joining my game 25 times, and it happened only 2 times. So its about a 1/12 chance it will happen. However, one time I spawned in game like this:
Only 1 out of 12 times? I’d say those are pretty good odds O.O
Jokes aside I think you are having some physics issues specifically relating to your character. Try to search in your code for anything manipulating the Character. Like: ContextActionResult.Sink
OR
You could be loading your character faster than the playerscript loads causing an error?
But man that is too funny I really have no real
solid answer for this one
same here, sometimes my keyboard bugs completely (on roblox only), i can’t move and when i try to chat when i press enter it counts as a space so i can’t tell my friends im rejoining or something like that
I believe it happened a year or 2 years ago for majority of games(my game was military-based but also targetted). I believe you should look up some older posts(would love to help but I’m momentarily in rush)
I think I found out the problem. I put a free script that would enable characters to not touch each other if they ran into each other. Here was the code, I labeled the word “here” in which I think is causing the problem :
script.Parent = game:GetService("ServerScriptService")
local PhysService = game:GetService("PhysicsService")
local PlayerGroup = PhysService:CreateCollisionGroup("p") -- here?
PhysService:CollisionGroupSetCollidable("p","p",false) -- here?
function NoCollide(model)
for k,v in pairs(model:GetChildren()) do
if v:IsA"BasePart" then
PhysService:SetPartCollisionGroup(v,"p") -- here?
end
end
end
game.Players.PlayerAdded:connect(function(player)
player.CharacterAdded:connect(function(char)
char:WaitForChild("HumanoidRootPart")
char:WaitForChild("Head")
char:WaitForChild("Humanoid")
wait(0.1)
NoCollide(char)
end)
if player.Character then
NoCollide(player.Character)
end
end)
Maybe the reason it occurs only sometimes is because this code is initiated as soon as they join the game without any delay. Try adding additional checks/waits and arguments before passing along the ‘NoCollide’ function. Or to test if this is the origin of the error, try disabling the code and joining you game 12 times again to test the probability.