Clipping CanCollide=true parts: only apply enough force to disconnect

In every ROBLOX game I play, in some way I end up clipping my character through a CanCollide = true part and then getting flung out at lightspeed. This is extremely prevalent in Phantom Forces for instance, and on a constant basis I run into another player, accidentally turn my back into a wall, etc resulting in me getting flung at a high speed which usually causes death by fall damage.

CanCollide=true parts clipping through each other shouldn’t happen – that behavior is realistically undefined. That being said, it can happen virtually due to any number of causes. It’d be great if parts clipping through each other was handled better, and instead of flinging them in opposite directions at lightspeed, they were given enough force to separate as quickly, but just enough so that when they stopped clipping they completely stopped, or at least continued on at more realistic speeds.

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The problem here is that roblox tries to describe every physical action in real world terms. You can’t apply an amount of force that separates things instantly but stops when they get to the edge, because there’s no counter force to stop it from moving at lightspeed. The solution is to have actual game physics that do things that game developers want, not things that are necessarily realistic. Honorable mention: Part0 should always be the root part.

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To add to OP, can we make it so the disconnect pushes backwards from the part instead of through the part, the number of people exploiting this fact since I put my game on the PGS solver to just break into things they shouldn’t