Right now I have my game set up in a way that on the server, all map geometry is parented to ReplicatedStorage, and the client handles parenting it to workspace and back when needed. (This is mostly just to save performance)
Recently, if you reset or die in any way, your character falls straight through the map. Probably something to do with network ownership? It seems like a recent update has caused this, since it was completely fine before.
Paste this into a Server Script in StarterPlayer → StarterCharacterScripts, It will make all of the characters body parts collidable when the player dies.
local Character = script.Parent
local Hum = Character:WaitForChild("Humanoid")
Hum:GetPropertyChangedSignal("Health"):Connect(function()
if (Hum.Health <= 0) then
for i,v in pairs(Character:GetChildren()) do
if (v:IsA("BasePart")) and (v.Name ~= "HumanoidRootPart") then
v.CanCollide = true
end
end
end
end)