Changing friction on wheels while driving across multiple parts causes physics instability

Modifying the friction value in custom physical properties for cylinder and sphere-based vehicle wheels leads to physics instability and erratic behaviour when crossing surfaces made of multiple parts (regardless of identical physical properties and Y levels). This bug also makes the tires behave more erratic the faster you go, sometimes causing the tires to skip off the ground.

I have left an attached place that can be used to reproduce this issue, alongside a video showing two popular tire scripts for a popular chassis which change the friction values constantly, both with very different methods, experiencing the exact same bug (included in the place file).

Place file:
Friction Multiple Parts Bug.rbxl (206.6 KB)

Example video:

In practice videos:


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Is this a new behavior? If so, do you have an approximate timeline on when it started happening?

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I’m also getting similar issues, in my skateboarding game: go skate. - Roblox,

I believe it started happening in new servers about 3-4 hours ago. The most noticeable thing for me is I use a body gyro to adjust the skateboard to the surface normal of where players are landing. Now a lot of times the body gyro doesn’t work correctly and the players flip erratically.

As far as I remember, this has been happening for a couple years. In RCD, we use to get around this issue by faking “tire flex” by sizing up and down a cylinder collision part inside each wheel, other methods I’ve seen games use are really dampened springs, using mesh collisions for the map and also another one where they have each part of the road be very small, so there’s thousands of them, eg generating a wedge for each triangle in a mesh.

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If I’m not mistaken, it’s been there since at least 2020. Thats when i started working with cars in Roblox

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The issue we have is not 3/4 hours old you might have some other issues then.

This has been an issue for years!

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Yah true I thought this was related to my issue that’s been resolved. My bad not super in touch with the car community.

Hi @VanillaEdge
I’ve taken a look at your repro place and videos. Unfortunately this issue is caused by how our discrete collision detection algorithm works. There’s nothing we can do right now to alleviate the issue. Improving these types of issues is the subject of future work for the physics team. The good news is your suspension setup seems to handle everything quite nicely, well done :).

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Seen as this wont be fixed anytime soon, are there any hacky alternative methods that we can use to get around this temporarily? This bug is gameplay breaking at high speeds, which is the norm for players in-game. We used to be able to use methods like faking “tire flex” which sized a invisible collision part in each wheel up and down but that is not possible for us anymore due to fading them out for various unrelated reasons.

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