Constraint not simulating on client side when it is attached to an anchored tweening part

Reproduction Steps

1. Create an anchored part (A)
2. Create an unanchored part (B)
3. Create a HingeConstraint to attach B to A, set HingeConstraint ActuatorType to motor and have it start spinning by setting an AngularVelocity
4. In code, create a tween to move the anchored part (A), set it to tween over a long period of time so it is easy to compare server vs client.
5. In code, use SetNetworkOwner to set B to be owned by server so that it won’t go to sleep.
6. Run it in studio.


Expected Behavior

On the client side, while the anchored part (A) is tweening, the unachored part(B) should both follow the anchored part (A) while the motor is spinning.

Actual Behavior

It works correctly on server side but not client side. On the client side, the unachored part (B) is asleep (zero movement) while the anchored part (A) moves.

On the client side, it will only work correctly after the tween ends. unanchored part(B) will snap to anchored part(A) and then start spinning.

Here is another post with video demonstrating what I am facing:
Client physics sleep issue when tweening crane assembly - Help and Feedback / Scripting Support - DevForum | RobloxClient physics sleep issue when tweening crane assembly - #3 by Fabuss254

Issue Area: Studio
Issue Type: Other
Impact: Moderate
Frequency: Constantly
Date First Experienced: 2023-02-27 00:02:00 (+11:00)
Date Last Experienced: 2023-02-28 00:02:00 (+11:00)

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Thanks for the report. We’ve filed a ticket to our internal database and we’ll keep you updated on progress!

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Closing this as a duplicate of this issue:

Any further updates can be found there.

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