CFrame of rotated parts has noticable floating point errors in runtime

As a Roblox developer, it’s difficult to make consistent builds when WedgeParts cause floating point errors during runtime.

If a WedgePart is rotated about its Z-axis, all components of its orientation will have floating point errors during runtime.

in-studio/F8 mode
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during runtime/F5 mode:


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The erroneous parts in question are within X/Y/Z [1000, 0, 1000] and the issues are exclusive to parts rotated about the Z-axis. The only known method to circumvent this issue is to use a custom WedgePart that’s already rotated on its side – which is a ridiculous and impractical workaround.

The green wedge in the images above is the custom WedgePart, which currently circumvents the floating point issue at the cost of, well, being a MeshPart.

custom wedgepart mesh
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Wouldn’t this fit as a bug report (with format edits)?

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