ControllerManager's friction changes with framerate

Earlier while testing I noticed a bug in which the player’s character experiences varying levels of friction depending on the framerate of the client. I’m using an R6 rig with the following key characteristics:

  • No Humanoid
  • Every single part is massless
  • Every part except the HumanoidRootPart has collision disabled
  • The character is client owned
  • The GroundSensor is updated manually per-frame by the client
  • The ActiveController is set to nil when airborne; otherwise, the ActiveController is always the GroundController

Video of the issue (Normal friction at 240fps, barely any friction at 60fps):

In the video I am not pressing WASD at all to influence movement. A singular force is applied by modifying the HRP’s Velocity property just once.


Properties

ControllerManager Properties:

GroundController Properties:

GroundSensor Properties:

Expected behavior

Expected Behavior:

Friction is unrelated to client framerate and should be consistent.

Thank you for the report. If you could share a place file with a setup that shows this, it would help us debug this faster

1 Like

Hi, I think this should be fixed. Can you confirm if it is?

Yes, it appears to function correctly now. Thank you

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.