Fixed. It’s not in the dictionary so it’s always flagged as misspelled, spelled correctly or not, and I made the mistake of not adding it to my personal dictionary.
This is so much more intuitive than the old behavior! Great work.
I was one having to use motor6d’s for certain situations, so glad I will be able to simply use welds.
Bumping this post as a reminder that we’ll be enabling this change this upcoming Monday morning (PST)!
I’ll update here again when that happens. I don’t expect many issues, but might watch for anything welded to an anchored object being out of place in your games after.
Has it not already happened? I had to fix an issue to do this with today because the behaviour changed yesterday.
We enabled some related changes to the default behavior of JointInstance joints and part propery setters on Monday this week.
Your issues were probably related to that. See here:
These changes to how parts connected to anchored objects behave are seperate though.
This change is queued for release sometime this morning.
This change was enabled on January 14th at 10:37 AM (PST).
Reply here if you spot any issues!
Some of the elevators I use use the old behavior and I am not sure how to fix it. I am just now noticing this with this new change.
Try replacing your welds that are used this way with WeldConstraints.
Since WeldConstraints just lock in the current relative orientation of the parts when they are enabled it’s a little closer to the old behavior that just locked parts in their previous position, with the added benefit that WeldConstraints will replicate consistently.
Okay, thank you for your quick reply. I will try this tomorrow at some point and see what happens.
It appears this change broke a couple of morphing scripts
(taken by a friend)
Changed weld to constraint instead but didn’t do much of any improvement. Any help?
teleporting people via changing their humanoidrootpart cframe while they are sitting now moves the seat instead of breaking the weld and teleporting them
I am also experiencing some issues with my morphing system. Same issue as to what @LordMerc is facing.
@LordMerc @Jamie_Jr Does this system involve anchoring parts at any point? If not it’s more likely related to:
It just unanchors the parts actually after connecting the welds. I’ve also tried all 3 Jointsmode and still same result. This also just started happening as soon as this change went live.
Am having similar issues as @rachjumper. In my game, players can place a seat down which gets welded to part of the map. It now seems that if the player finds a way to have their HumanoidRootPart’s cframe changed while sitting in a seat, the cframe of the seat and the cframe of the map underneath the seat will also be changed. This is causing a lot of problems in my game:
Why does changing the cframe of an unanchored part welded to an anchored part also move the anchored part? Is this intended? Is there a different type of weld that won’t move an anchored part if it’s welded unanchored part does move?
I managed to fix his issue and my friends morph issue with a re-write of the welding.
Putting a repo here actually in hopes of maybe the error showing itself(excuse the ugly code, its been used since 2013)
Code forcing the issue
Code that works
Hopefully the code is easy to follow and may point out what’s breaking it.