Collision Group issue in studio only, as of 8/27

Ball with client network ownership is falling through cancollide true objects. This ball’s collision group is set to the Ball collision group, which still collides with the default collision group, but prevents other balls from colliding with eachother.

Last night, this behavior was not occurring. The ball would collide with the ground as you would expect it to.

After investigating and messing around a little bit, I discovered that this issue does not happen if I manually set the collision group of the ball to Default at runtime, and then change it back to the Ball collision group. This fixes the issue.

Destroying and recreating the client’s ball also fixes this issue.

It’s important to note that this issue happens ONLY in studio, even after publishing and testing the game in the player.

This is what the Ball collision group looks like. It is allowed to collide with default.

image

We can see in the next image that the ground parts are cancollide true with the collision group of Default.

Something additional to note is that the ball has no issues with collisions when it is in the lobby, when I very first play the game. It is only after the ball is teleported to a level, which is a ways away from the lobby, that this issue happens. Almost as if it were a streaming problem or something. (I do not have streaming enabled.) There is no code that changes the collision group when I teleport my ball to a level.

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Thanks for reporting! We will look into it.

Resolved.

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